Silent Hill 4!
Transcription
Silent Hill 4!
>> PRODUCT REVIEWS MOTIONBUILDER 6 * IMAGEMODELER 4.0 FOR MAC MARCH 2005 T H E L E A D I N G G A M E >> DEVELOPERS UNITE ORGANIZED LABOR: CURSE OR BLESSING? POSTMORTEM: WHAT’S INSIDE THE ROOM? THE HORROR OF SILENT HILL 4 INVESTIGATED I N D U S T R Y M A G A Z I N E >> DOUBLE INTERVIEW ISSUE BUENA VISTA GAMES & INTROVERSION SOFTWARE >> MOMENT OF IMPACT SUCCESSFUL TIPS FOR AN EFFECTS SYSTEM 456,500GB s daily * 25 of the top 30 media & entertainment companies trust Akamai to deliver hundreds of thousands of GBs daily. They trust Akamai to deliver more than content. To deliver billions of downloads daily and give users what they want when they want it. Why? Because Akamai provides instant scalability to handle spikes in traffic, delivering positive user experiences and increased customer loyalty. learning more and get your copy of Online Games: 10 Tips to Increase Play and Profitability. Call 888-340-4252 or visit www.akamai.com/gaming *Akamai delivers an average of 456,500 GBs per day, this is equivalent to approximately 702,307 CDs. (based on Akamai Platform data collected from the 12/1/04 to 12/20/05) \©2005 Akamai Technologies, Inc. All Rights Reserved. Akamai and the Akamai logo are registered trademarks. [CONTENTS] MARCH 2005 VOLUME 12, NUMBER 3 F E AT U R E S 14 UNIONIZE NOW? Truckers, janitors, nurses, and teachers did it. Then Microsoft contract employees did it. And most of the film industry did it quite some time ago. Game developers, faced in their places of business with major quality of life issues, have realized that forming a union is an option. But would it be the best solution? By Paul Hyman 14 21 MOMENT OF IMPACT: DESIGNING AN IN-GAME EFFECTS SYSTEM Irrational Games, creator of TRIBES: VENGEANCE and SWAT 4, describes a flexible approach to managing effects within a framework, showing how developers from all disciplines can trigger complex effect events without needing to constantly rely on programmers for support. By Terrance Cohen 31 INTERVIEW: BUENA VISTA’S GOOD VIEW In the last 10 years, movie production houses that were once making games fled the interactive side of entertainment. But Graham Hopper has helped Buena Vista Games chart a new course. Hopper talks about Disney’s role in allowing Buena Vista to focus on a core gamer audience. 34 31 By Brandon Sheffield POSTMORTEM 34 WHAT’S INSIDE THE ROOM? THE HORROR OF SILENT HILL 4 INVESTIGATED They say it’s more Psycho, less Nightmare on Elm Street. More disturbing, less shocking. What makes SILENT HILL 4 so scary is its deep focus on psychological terror. In THE ROOM, textures, camera angles, lighting, characters, a mysterious story line, and alternate realities all push the player further down that dark tunnel of fear. Yes, what is inside the room? And how do I get out? 43 INTERVIEW: FROM UPLINK TO DARWINIA Chris Delay and Andrew Bainbridge are selfproclaimed bedroom programmers who say they are the last of a dying breed. Working as part of Introversion Software, they completed a cult PC hacking simulation called UPLINK for their debut, and are now finishing their second title, DARWINIA—a name that aptly describes their own search for survival in an evolving business. 43 By Kieron Gillen By Akihiro Imamura and Akira Yamaoka DEPARTMENTS 4 GAME PLAN Enjoy the Silence 6 HEADS UP DISPLAY EA bites Take-Two, Xbox sales figures, Stardock’s software, and more. 8 SKUNK WORKS By James Alguire and Tom Carroll ImageModeler 4.0 for Mac and MotionBuilder 6 96 A THOUSAND WORDS The Behemoth’s ALIEN HOMINID COLUMNS 49 INNER PRODUCT By Sean Barrett [PROGRAMMING ] Optimizing Pathfinding III: Inadmissible Heuristics 55 PIXEL PUSHER By Steve Theodore [ART ] Let There Be Light: Colored Light 61 NECESSARY EVIL By Hal Halpin [BUSINESS ] Ratings Matter 62 AURAL FIXATION By Alexander Brandon [SOUND ] The Line of Quality Part II: Licensing 64 GAME SHUI By Noah Falstein [DESIGN ] In the Beginning COVER ART: COURTESY OF KONAMI W W W. G D M A G . C O M 3 [GAME PLAN ] www.gdmag.com CMP Media, 600 Harrison St., 6th Fl., San Francisco, CA 94107 t: 415.947.6000 f: 415.947.6090 YOU CAN REACH US AT [email protected] ENJOY THE SILENCE IT'S ONE THING TO WREST A CONFESSIONAL postmortem from the callused hands of a local Western developer, as we often do, but another thing altogether to get one from a Japanese creator who explains both the triumphs and mistakes of creating a particular game. We managed it for our postmortem on Namco’s KATAMARI DAMACY, and luckily, we've now conspired to get another of the biggest Japanese developers, Konami, to contribute to this issue. The in-depth postmortem of Konami’s latest, deeply unnerving psychological horror title, SILENT HILL 4: THE ROOM, begins on page 34. SILENT HILL 4 is both unsettling and daring, and the creators and article authors Akihiro Imamura and Akira Yamaoka explain the reasoning behind this paradigm shift from previous games in the franchise, now that the genre and mood are established with obstacles like dueling realities, unkillable ghosts, and a new thirdperson/first-person shifting perspective. GRAND UNION FAILSAFE Ever since the current controversy over “quality of life” in the game industry barreled into view, there's been a call to do something, anything. As a result, the concept of organized labor for game professionals has been raised, perhaps sometimes without full understanding what that really means. Fortunately, Paul Hyman has helped us out. As the game industry journalist for the Hollywood Reporter, Hyman neatly straddles the line between our industry (where unionization is currently just a concept) and the movie business, (where it's a long-time reality). In his feature article on unionization (page 14), he draws some piquant views from a multitude of parties, including EA_Spouse, high-tech union chiefs, the IGDA, and Electronic Arts itself. DISNEYVERTED The expanded size of this issue of Game Developer has allowed us to slip in not one, but two interviews. On the one hand, we have Buena Vista Interactive, the core gaming division of Disney. The company is expanding from its partner role in games, such as Square Enix’s KINGDOM HEARTS, to more tightly control its game properties and move into the console gaming space. We spoke with Graham Hopper (page 31) to find out how the Mouse’s strategy is being accomplished. On the other, we have Chris Delay and Andrew Bainbridge of Introversion Software, effectively 4 MARCH 2005 | G A M E D E V E LO P E R “bedroom programmers” from the U.K., but creators of two fascinating PC titles, UPLINK and the forthcoming DARWINIA. Although operating on a micro-budget, largely from the proceeds of their last game, Delay and Bainbridge have been using organic experimentation to brainstorm DARWINIA’s game design, a process frowned upon at most larger companies, but offering some unique opportunities. BIGGER, BETTER, FASTER Luckily, that's not all the pleasantries we have to exchange this month. Check out the feature on designing effects systems (page 21) by Irrational Games, creators of TRIBES: VENGEANCE and SWAT 4. We also have a news section particularly focused on EA and Take-Two's battle for the sports licensing market; a special business column from Hal Halpin of the Interactive Entertainment Merchants Association, discussing the issues that retailers face in defending the voluntary ratings system for games; and the conventional columns from our standing columnists. INDIE, SCHMINDIE? The other day, we received a particularly “refreshing” letter to the editor, the subject line of which was “Dear CORPORATE Game Developer magazine.” Once the red mist had cleared and we read the rest, we realized that the correspondent had underlined a good point. Although sister web site Gamasutra.com has been covering independent games in greater depth and frequency lately (take a look at the postmortems of selected Independent Games Festival entries), we sometimes find it difficult to talk about the less well-funded but altogether more free indie market, due to the space constraints of the magazine format. But, after featuring the IGF in our Game Developers Conference preview last month and Introversion Software and ALIEN HOMINID in this issue, we've already been making a conscious effort to cover the more innovative end of gaming, no matter how high or low on the food chain it stands. Simon Carless Editor EDITORIAL EDITOR Simon Carless [email protected] MANAGING EDITOR Jill Duffy [email protected] ASSISTANT EDITOR Brandon Sheffield [email protected] ART DIRECTOR Cliff Scorso [email protected] CONTRIBUTING EDITORS Sean Barrett [email protected] Alexander Brandon [email protected] Noah Falstein [email protected] Steve Theodore [email protected] ADVISORY BOARD Hal Barwood Designer-at-Large Ellen Guon Beeman Monolith Andy Gavin Naughty Dog Joby Otero Luxoflux Dave Pottinger Ensemble Studios George Sanger Big Fat Inc. Harvey Smith Midway Paul Steed Microsoft ADVERTISING SALES NATIONAL SALES MANAGER Afton Thatcher e: [email protected] t: 415.947.6217 SENIOR ACCOUNT MANAGER, EASTERN REGION & EUROPE Ayrien Machiran e: [email protected] t: 415.947.6224 ACCOUNT MANAGER, NORTHERN CALIFORNIA & MIDWEST Susan Kirby e: [email protected] t: 415.947.6226 ACCOUNT MANAGER, WESTERN REGION & ASIA Nick Geist e: [email protected] t: 415.947.6223 ACCOUNT MANAGER, GLOBAL EDUCATION/ RECRUITMENT & TEXAS Aaron Murawski e: [email protected] t: 415.947.6227 ADVERTISING PRODUCTION ADVERTISING PRODUCTION COORDINATOR Kevin Chanel REPRINTS Julie Rapp e: [email protected] t: 510.834.4752 GAME GROUP MARKETING DIRECTOR OF BUSINESS STRATEGY Michele Maguire DIRECTOR OF MARKETING Tara C. Gibb MARKETING COORDINATOR Yukiko Grové CMP GAME GROUP VP, GROUP PUBLISHER APPLIED TECHNOLOGIES Philip Chapnick CONFERENCE DIRECTOR, GDC Jamil Moledina ASSOCIATE CONFERENCE DIRECTOR, GDC Susan Marshall EDITOR, GAMASUTRA.COM Simon Carless CIRCULATION CIRCULATION DIRECTOR Kevin Regan e: [email protected] CIRCULATION MANAGER Peter Birmingham e: [email protected] CIRCULATION COORDINATOR Jessica Ward e: [email protected] SUBSCRIPTION SERVICES FOR INFORMATION, ORDER QUESTIONS, AND ADDRESS CHANGES t: 800.250.2429 f: 847.763.9606 e: [email protected] INTERNATIONAL LICENSING INFORMATION Mario Salinas e: [email protected] t: 650.513.4234 f: 650.513.4482 EDITORIAL FEEDBACK [email protected] CMP MEDIA MANAGEMENT PRESIDENT & CEO Gary Marshall EXECUTIVE VICE PRESIDENT & CFO John Day EXECUTIVE VICE PRESIDENT & COO Steve Weitzner EXECUTIVE VICE PRESIDENT, CORPORATE SALES & MARKETING Jeff Patterson CHIEF INFORMATION OFFICER Mike Mikos SENIOR VICE PRESIDENT, OPERATIONS Bill Amstutz SENIOR VICE PRESIDENT, HUMAN RESOURCES Leah Landro VP/GROUP DIRECTOR INTERNET BUSINESS Mike Azzara VP & GENERAL COUNSEL Sandra Grayson VP, COMMUNICATIONS Alexandra Raine PRESIDENT, CHANNEL GROUP Robert Faletra PRESIDENT, CMP HEALTHCARE MEDIA Vicki Masseria VP, GROUP PUBLISHER INFORMATIONWEEK MEDIA NETWORK Michael Friedenberg VP, GROUP PUBLISHER ELECTRONICS Paul Miller VP, GROUP PUBLISHER NETWORK COMPUTING ENTERPRISE ARCHITECTURE GROUP Fritz Nelson VP, GROUP PUBLISHER SOFTWARE DEVELOPMENT MEDIA Peter Westerman VP, DIRECTOR OF CUSTOM INTEGRATED MARKETING SOLUTIONS Joseph Braue CORPORATE DIRECTOR, AUDIENCE DEVELOPMENT Shannon Aronson CORPORATE DIRECTOR, AUDIENCE DEVELOPMENT Michael Zane CORPORATE DIRECTOR, PUBLISHING SERVICES Marie Myers Game Developer is BPA approved WWW.CMPGAME.COM [HEADS UP DISPLAY] GOT NEWS? SEND US THE BIG SCOOP AT [email protected] THE BATTLE FOR SPORTS IN THE LATEST ROUND OF CONFLICT IN THE sports video game market, publisher Electronic Arts has secured an exclusive license to use the NFL brand as well as player’s names and their stats. EA, whose recent expansionary moves include taking a controlling interest in BATTLEFIELD 1942 developer Digital Illusions CE and purchasing a large quantity of Ubisoft stock, has also acquired a license for the smaller Arena Football League. EA capped off its round of sports-related license purchases by acquiring exclusive gaming rights to the ESPN name, which previously appeared in titles by EA’s only major competitor in the football simulation field—publisher Take-Two and developer Visual Concepts. This combination of deals has left many -VS- analysts stunned. Take-Two, which recently acquired Visual Concepts from Sega, made major gains in sales last year by retailing its football and other sports games at $20 apiece, boosting its market share significantly; this move in particular tipped EA’s hand. The ESPN deal takes effect in 2006, but interestingly, Take-Two has already announced that it will drop the ESPN branding from its 2005 football game, as any success the title would have under the ESPN license would only serve to strengthen EA’s future ventures with the brand. In apparent retaliation, Take-Two has tightened its grip on the Major League Baseball license, and affiliated groups: Major League Baseball Properties, Major League Baseball Players Association, and Major League Baseball Advanced Media. Beginning in spring 2006, Take-Two’s deal will grant the company exclusive rights to create baseball video games with official players, teams, and stats, shutting out EA’s licensed baseball titles. It could be argued that Take-Two has the short end of the stick here, with football games traditionally performing much better than baseball games in retail, although it’s unclear exactly how much each company paid for the licenses—estimates are into the hundreds of millions of dollars. But with EA and Take-Two currently the only developers able to operate in the licensed football and baseball video game arenas, the short end, at least in terms of choice, may well be held by the consumer. Brandon Sheffield IGF WINNERS SAVE SEALAB 2021 AT THE 2004 INDEPENDENT GAMES FESTIVAL (part of the CMP Game Group, as is Game Developer), Cartoon Network and AOL launched the Project Goldmaster competition, a kind of gaming industry variation on Project Greenlight. Flashbang Studios, makers of BEESLY'S BUZZWORDS, took home the trophy. The real prize? The lucky developer was granted the opportunity to make a Cartoon Networksponsored PC game. The title in question? SEALAB 2021: SWEET MAYHEM. The game based on the cult Adult Swim cartoon, has just been released in downloadable form, available for $9.95 through the official Adult Swim web site. Through a deal with Trymedia, interested parties can experiment with the game for 20 minutes before buying it. Flashbang Studios, the winning developer, recently spoke to Game Developer on its experience creating the game, illuminating the CONTINUED ON PG 95 MICROSOFT DISCUSSES XBOX SALES AS PART OF ITS regular financial results, Microsoft has released further information on worldwide sales of the Xbox. The new figures reveal that the company has sold 19.9 million copies of the console worldwide since its 2001 launch. In North America, 13.2 million consoles were 6 MARCH 2005 | G A M E D E V E LO P E R bought, 5 million in Europe, and 1.7 million in the Japan and Asia Pacific region. In addition, Microsoft's European division has released statistics indicating that the European Xbox market share for 2004 was 29.5 percent, a 7 percent increase from the 2003 calendar year. The company claims that Xbox was the only platform to see year-to-year growth during the fourth quarter of 2004, as well as the full calendar year. In concert with recently bullish news on the Xbox Live service, Microsoft is portraying its machine as gaining ground on its competitors. In terms of installed base, however, the PlayStation 2 continues to dominate the current generation console hardware—worldwide shipments of Sony’s console reached the 80 million mark in December 2004. —Simon Carless 2004 NPD GAME SALES STATISTICS ACCORDING TO THE NPD GROUP, VIDEO GAME and computer software sales set a new record for 2004: $7.3 billion. There were a record 12 games to sell over one million units, 50 which sold over 500,000 units, and 197 over 250,000 units. This compares favorably to last year’s stats—10, 57, and 163 games in each respective category. In contrast to recent criticisms of widespread M-rated titles, only 16 percent of games sold last year were rated mature. Fifty-three percent were rated E for everyone SALES BY PLATFORM and 30 percent were rated T for teen. PC and console gamers continued to exhibit different tastes, as the latter COMPUTER GAME SALES: $1.1 BILLION (45 MILLION UNITS) purchased more action and sports games, whereas computer gamers bought more strategy games, familyoriented titles, and shooter games. With a total of 248 million computer and video games sold in 2004, up from 239.3 million in 2003, that long-feared industry slump may be a bit of a way off. —Brandon Sheffield PORTABLE SOFTWARE SALES: $1 BILLION (42.3 MILLION UNITS) GAME CONSOLE SOFTWARE SALES: $5.2 BILLION (160.7 MILLION UNITS) WIDGET TOOLS IN SECONDS FLAT IN THE GAME DEVELOPMENT WORLD, Stardock might be best known for making the PC tycoon/simulator THE POLITICAL MACHINE, although that’s hardly what keeps the company afloat. As an indie gamemaker (GALACTIC CIVILIZATIONS is in its portfolio as well), Stardock maintains a levelheaded business model by devoting a good deal of its time to software development, which is more likely to turn a steady profit than selling niche games alone. On the software side, its newest product is DesktopX 3 Pro. It’s a tool that quickly lets you build widgets— a term Stardock uses for objects exported as programs that run standalone as .EXEs. So you can customize your Windows desktop by building sleek tickers and calendars, and also swiftly design and tweak game UI screens. "DesktopX allows us to go from prototype to production level UI CONTINUED ON PG 95 DesktopX lets you make custom widgets and gadgets quickly, like this personalized Gamasutra.com RSS feeder, which was created in less than five minutes. ALIAS RELEASES MAYA 6.5 INCREASING ITS PERFORMANCE POWER AND speed—as any respectable point release should—Alias focused on these areas in releasing version 6.5 of its 3D graphics application: modeling, UV manipulation, deformations, and 3D painting. Maya 6.5 also has added a new CAD import feature, called a STEP translator, which creates images and animations out of the large data sets created in most CAD packages. Another new attribute is a set of scene segmentation tools, such as reference locking, reference editing, and proxies to give artists more control over managing enormous data sets, scene load times, workflows, and overall scene performance. Alias is offering Maya 6.5 in two packages, Complete and Unlimited. The former includes all the basic upgrades in the tool’s interface, heads up display KRI CONFERENCE (RUSSIAN GAME DEVELOPERS CONFERENCE) Kosmos Hotel Moscow, Russia April 1–3, 2005 Cost: 2,250–3,000 rubles www.rgdconf.com modeling, animation, visual effects, brush-based technologies, rendering, Maya API/SDK and MEL (scripting language), and tutorials. The Unlimited version adds to this all the new toys you’ve heard Alias tout as of late: Maya’s Fluid Effects, Maya Cloth, Fur, and Hair, and Maya Live. Maya 6.5 costs about $2,000 for Complete, $7,000 for Unlimited, $900 to upgrade to Complete, and $1,250 for an Unlimited upgrade. —Jill Duffy IEEE SYMPOSIUM ON COMPUTATIONAL INTELLIGENCE AND GAMES Essex University Colchester, Essex, U.K. April 4–6, 2005 Cost: £140–£315 http://cscourse.essex.ac.uk/cig W W W. G D M A G . C O M 7 [SKUNK WORKS] IMAGEMODELER 4.0 FOR MAC JA M E S A LG U I R E CREATING PHOTOREALISTIC 3D MODELS of real-world objects and scenes normally involves teams of artists who are masters of tools like Maya, 3DS Max, LightWave 3D, and Photoshop. The process is timeconsuming and often relies on photographs of objects or scenes as references for creating the models and their textures. But what if 3D models and textures could be created directly from those same reference photos instead? ImageModeler 4.0 for Mac from Realviz is a terrific tool for quickly creating photorealistic 3D models from 2D photographs. The tool was introduced in 2000 and was released for Macintosh in 2002. This review specifically evaluates the Macintosh version of ImageModeler 4.0. Creating, editing, and texturing 3D models in ImageModeler is a simple sixstep process: 1. Load the digital images. 2. Calibrate the images to define the 3D space. 3. Establish a real world reference measurement. 4. Create the actual 3D geometry. 5. Extract and apply textures. 6. Export the resulting model. IMAGEMODELER 4.0 FOR MAC STATS REALVIZ Corp. 350 Townsend St., Suite 409 San Francisco, CA 94107 415-615-9800 www.realviz.com PRICE $1,380 full version for new users; $520 upgrade; $690 for trade-up from version 3.5 or earlier. SYSTEM REQUIREMENTS Macintosh OS X, version 10.2 or later; or Power PC G4. (Note: This review evaluates the ImageModeler for Macintosh only.) 1024x768 24-bit minimum display resolution; openGL compatible; 256MB RAM (512MB recommended); 50MB free disk space. KEEPING IT CLEAN ImageModeler’s Mac OS X interface is clean and uncluttered (when compared to other 3D tools), consisting of an integrated tabbed Workflow Toolbar and 3D Workspace window, a Scene Browser palette for managing scene elements and changing their properties, a View Toolbar for adjusting the display of objects in the 3D Workspace, a Tool Properties palette for modifying tool behavior, and a Tool Assistant palette providing information on active tools, mouse operations, and tool tips. The palettes can be toggled on or off from the Window Menu and can be docked to each other and to the 3D Workspace window to be moved as a single unit. What’s missing is a way to create and manage window layouts that lets users jump to their customized layouts for different tasks. This would be more efficient than constantly moving and resizing palettes. PROS 1. Step-by-step processes are simple. 2. Automatic texture mapping. 3. Can calculate accurate measurement of any distance or angle from a single reference measurement. CONS 1. Out of price range for some developers. 2. Tutorials don’t feel complete. 3. Window arrangement options could be improved. SAY, “CHEESE!” Each step of the modeling workflow (load images, calibration, measuring, modeling, texturing, and export) is represented by a tab in the Workflow Toolbar containing tools specific to that step: Load Images. Import images of the objects or scenes to be converted to 3D models. You need at least two images, but Regular geometric structures, like buildings, can be having more improves the modeled and textured quickly in ImageModeler 4.0. quality of the modeling process and texture extraction. All images should be taken using the same focal length, shot from several include defining the WorldSpace and different angles for perspective, and setting a real world reference distance showing the complete object or scene. measurement: You can actually measure Some images work better for the some part of the object or scene when calibration step while others are better shooting the photos and then plug that suited for texture extraction. You’ll get number into ImageModeler. best results for texture by using the Measuring. The reference measurement highest quality images you can. applied in the Calibration step sets the ImageModeler lets you import photos scale for the calculated 3D space. Once from a digital camera or the Mac’s hard set, ImageModeler can generate accurate drive. The software’s documentation measurements of any distance and angle provides excellent tips for capturing in the project—a great tool for architects images that will yield the best results. or set designers. Game developers will Realviz should consider integrating with also find this handy for maintaining the Apple’s iPhoto to improve management scale between 3D objects. and importing of images. Modeling. Realviz put several tools in Calibration. For ImageModeler to ImageModeler (many that should be perform its magic, you’ve got to help it familiar to experienced 3D artists) for find features that appear in each photo, creating polygon-based, 3D mesh such as identifying identical windows in a geometry, including Primitives (cubes, photo of a room. You use the Place Marker spheres, and other geometric shapes), tool to identify the common features by Faces, and Point Cloud Mesh. There are clicking within those features wherever also tools to modify the mesh (Scale, they appear, so the more pictures used, Rotate, Translate, Split Face, and Extrude the longer and more tedious the process. Face) to more accurately represent the A mini zoom feature facilitates accurate object or scene. The Primitive and Face placement of markers (called “locators” tools are suited to regular geometric in the Scene Browser). Once at least eight shapes while the Point Cloud Mesh works different features are identified in each best for organic shapes. image, ImageModeler will automatically Texturing. ImageModeler can calibrate characteristics of the camera automatically extract textures from used to create the images—focal length, photographs and apply them to the distortion, position, and orientation—and model’s polygon faces, creating a from that extrapolate the 3D information photorealistic appearance. Careful needed to create the models. Adding selection of the images used for the additional locators or constraints texture extraction will yield the best enhances calibration. The final steps results. Textures created in other CONTINUED ON PG 11 8 MARCH 2005 | G A M E D E V E LO P E R OUR RATING SYSTEM : DA BOMB PRETTY SLICK SLICK SO-SO LAME CONTINUED FROM PG 8 applications can be loaded from the hard drive and applied to the model, too. And ImageModeler allows for editing textures: You can change the UV mappings from directly within ImageModeler or more precisely tweak them in another program, such as Photoshop. 3D texture artists may find textures extracted by ImageModeler unsuited for final rendering of objects for games. Be prepared to create your own. Exporting. Once a model is generated, you can export it to another 3D program for further editing or for integrating into games, animations, or videos. ImageModeler supports most common 3D file formats and also generates QuickTime VR movies. 3D artists may need to rework ImageModeler geometry for it to function properly in their projects when importing it into their 3D tool of choice, especially Point Cloud Mesh. New in ImageModeler 4.0 is the ability to incorporate 3D objects created in other programs within its projects, making it great for matching 3D elements to an existing photo. TALE OF THE TAPE Complementing existing 3D programs, ImageModeler 4.0 for the Mac is a great tool for architects, industrial designers, and game developers who need to create photorealistic 3D models quickly without having to spend a year learning new software. The $1,380 price tag puts it out of reach for many people who might otherwise take advantage of it. Upgrades from recent, previous versions are $520. You can always download the trial version, which has limited save and export capabilities, from Realviz’s web site to see how it fits in your workflow. GETTING UP TO SPEED It’s important to learn to use a new program as quickly as possible, especially in today’s fast-paced production environments. ImageModeler’s help system is more than adequate, explaining the various concepts, features, and tools. Tutorials are also provided with the installation, and more can be downloaded from the Realviz web site. Tutorial materials start off well, but lack continuity. They just don’t feel complete. A few steps are confusing—particularly the section on using the Define WorldSpace Tool—and the videos don’t have any audio. While the videos are instructive, an audio narrative would have added significantly more to the experience. The additional online support materials delve into more complex modeling projects, but there’s little in the way of explanation for the examples; the approach is “look at the files and figure it out,” which is probably tolerable for experienced 3D artists but can be frustrating for novices. Realviz offers limited free technical support through the company’s web site, and you can purchase an annual technical support contract for $150 per year. RALPH WALDO EMERSON ONCE SAID, “What lies behind us and what lies before us are tiny matters compared to what lies within us.” How does this lofty quote relate to MotionBuilder 6? Until last summer, MotionBuilder was the flagship product of Kaydara, which was acquired by Alias. So, the Kaydara days are behind us. What lies before us is whether MotionBuilder someday becomes part of Maya, Alias’s flagship 3D modeling package. Only time will tell. Right now, what Alias hopes will lie within us (and motivate us to dish out roughly $1,000 for MotionBuilder Standard) is the latest version of the premiere, standalone animation package on the market. In a nutshell, MotionBuilder 6 brings a more intuitive environment with a highlevel animation editor, an updated properties viewer, and the ability to make the hotkeys match your 3D flavor of choice. More important, the transform manipulator has been redesigned (for the better), and a new tool (Handles) provides more complete control over the selection and manipulation of objects in a scene. The new version’s camera controls are also much simpler, especially when working with repetitive creation and navigation tasks. J A M E S A L G U I R E is a Mac professional and Apple Certified Trainer with more than 20 years experience in the computer industry. You can email him at [email protected]. MOTIONBUILDER 6 By Tom Carroll A WYMIWYG WORLD Fans of MotionBuilder know that what you move is what you get. It’s the tool for rigging and animating characters in real time, working with motion capture (mocap) data and animation libraries, and creating previsualizations (or previs) and game-style animation—but that’s about it. Modeling? Not on your life. Softand/or hard-body dynamics? Forget about it! But 3D character animators, especially ones that resist embracing all the technical underpinnings of what they are called to do, are perfect for MotionBuilder, and version 6 is simply the most intuitive release yet. Take the animation interface: It’s very clean and easy to work with. In other words, keyframing your own animation is a snap using the basic rig within your character. However, if you need to extend the capabilities of that basic rig, MotionBuilder 6 lets you add auxiliary pivot points (also known as auxiliary effectors) and Handles. The easiest way to understand auxiliary pivot points is to think of the foot. The basic rig lets you rotate the foot at the ankle, but not from the heel. By creating a new pivot point at the heel, you create new controls that can amplify the ankle motion. You can quickly add multiple pivot points for each toe, too. Handles extend what you can do with the rig you create. Handles take several selected control points and group them CREATED BY CURTIS GARTON COPYRIGHT 2005 ALIAS SYSTEMS CORP. Auxiliary pivots let animators quickly define and animate multiple rotation pivot points. W W W. G D M A G . C O M 11 CREATED BY CURTIS GARTON COPYRIGHT 2005 ALIAS SYSTEMS CORP. MotionBuilder 6 includes previs capabilities. so that they can be manipulated more easily. They can also keep various parts of a character in contact with other objects in the scene, as in a sea lion balancing atop a rolling ball. MotionBuilder 6 also includes various “floor contact systems,” which prevent a character’s feet from passing through a ground plane, or its fingers and palms from interpenetrating a surface. After taking on an acceptably low learning curve (if you’ve used MotionBuilder previously, that is), you can produce fluid animations much faster than you could have even a year or two ago. Last, but certainly not least, MotionBuilder 6 contains “pose controls” and “move keys” commands. Pose controls let animators quickly build complex animations (such as a walk cycle) by combining simple poses. Parts of each pose can be assigned as IK or FK (inverse or forward kinematic) to help them work best together. Move keys allow you to copy the new animation, in this case a walk cycle, in its entirety and then “move” it forward in space so it extends the animation. In truth, MotionBuilder 6 contains so many new features for creation and control of animation, it’s simply silly. To see for yourself, access the nine demo movies Alias provides on the MotionBuilder site. If a picture says a thousand words, these movies will leave you speechless. MOTIONBUILDER 6 Alias 210 King St. East Toronto, Ontario, Canada M5A 1J7 800-447-2542 www.alias.com PRICE MotionBuilder Standard $995; MotionBuilder Pro $4,195 SYSTEM REQUIREMENTS Software. Microsoft Windows XP Professional or Apple Mac OS X 10.3 or higher; Microsoft Internet Explorer, Netscape, or Safari. Hardware. Intel Pentium III or higher, AMD Athlon processor, Macintosh G4 or G5; 256MB RAM; CD-ROM drive; OpenGL graphics card with 16MB RAM; 300MB hard disk space. PROS 1. Absolutely the tool for repurposing existing animations. 2. Non-linear cameras and edits make previsualization snappy. 3. A 30-day noncommercial trial-only version of MotionBuilder 6 is free to download. LESS THAN SKIN DEEP? It’s been said that whatever good things we build, end up building us. Despite whether this is true, MotionBuilder doesn’t demand that you build a rig inside the package. While Alias recommends setting up the skeleton and skin weights in your individual 3D modeling package, MotionBuilder lets you rig any character from scratch. Anyone using one of several standard naming conventions can stand back and watch MotionBuilder generate a complete IK/FK rig while adding in extra in-scene effectors that can help the operation of joints, specifically. Non-standard rigs become standard through manual assignment of bones to the software’s standard rigging outputs; the time CONS 1. Weighting tools could be friendlier. 2. Game developers moonlighting in film pine for higher-end spline and cloth animation tools. 3. The nervousness felt by non-Maya users as they ponder Alias’s ability to assimilate their favorite standalone tool into its own 3D modeling package. 12 MARCH 2005 | G A M E D E V E LO P E R commitment it takes, however, is simply the price you pay for individuality. Nearly any other modeling package, such as Maya, 3DS Max, and Softimage XSI, have much better tools for painting skin weights, which is why Alias recommends that it be done elsewhere. Again, can you do it in MotionBuilder? Sure. In fact, animators getting their models from commercial libraries will probably be overjoyed with MotionBuilder’s tools, but it’s an area that Alias will hopefully improve as time goes by. MO CAP, LESS TIME Where MotionBuilder (and version 6 in particular) really shines is in reusing or repurposing animation data from a widely divergent number of sources. For example, most animations from modeling packages are made once and used once—case closed. MotionBuilder, however, thinks of each animation as a separate motion that can be reused, modified, or applied to any other character. For example, outside of MotionBuilder, it would be nigh impossible to apply the mocap data from a mining gnome to a seven-foot alien, though various walk and jump animations would find common ground going from one to the other. With MotionBuilder, it’s a snap. Within minutes, it’s possible to add the motions from small characters to large ones and then, because of MotionBuilder’s system of animation layers, selectively change the mocap animations to better fit the taller, slimmer alien figure. Additionally, you can translate motion data on the fly to effectively mimic what’s happening in real life. For instance, what if your mining gnome has to leap from a cliff onto a passing mine cart? The cart’s motion vector can be added to the gnome’s position data as he intersects the cart’s position, making it seem as though he’s carried off by the cart. “Seamless,” as they say. PREVIS WIZ For feature film directors, previsualization is rapidly becoming one of the most valuable tools because they can use it to analyze each scene of a movie prior to filming even one frame. This saves time and huge amounts of money when filming on location. Video games are also adopting the technique for cut scenes that are as complex as scenes from feature films. It’s important to be able to create and use multiple cameras within each animation. MotionBuilder does this and has an interface that make creating and using the cameras quite intuitive. THE WRAP UP Add it up: easy animation tool sets, rapid re-use of existing animation, and previs techniques utilizing multiple cameras and non-linear editing techniques. The positive aspects of MotionBuilder 6 would seem on the surface to justify the price, making it the universal choice for everyone. But this isn’t so. For instance, take film animators who are interested in creating ultra-realistic scenes. They’re going to use it only as a stepping stone to other packages that allow for lattice, spline, and wrap deformations, as well as hair and cloth simulations. Also, users who see that MotionBuilder 6 allows for fading out a scene may also demand more sophisticated wipes, white-out fades, or even—gasp!—an iris. While incorporating such capabilities into MotionBuilder would certainly make it much more robust, it would also become much less affordable for Alias’s mainstream clientele. And for the vast majority of game developers, such capabilities are very much part of what Emerson referred to as “what lies ahead.” * T O M C A R R O L L is a 3D environment artist with Rockstar San Diego. He also reviews anime and other DVDs for www.gamevortex.com. Contact him at [email protected]. Time to move on? Java 3D. A new dimension in mobile gaming Java 3D doesn’t just have the power to move the mobile gaming experience up a level. It also has the power to move your business up one too. Because once a consumer has had a taste of what it’s all about, there’s no turning back. With the exception of an occasional visit to the nostalgic games of yesteryear. No matter, Java 3D promises to be one of the fastest growing business opportunities in mobile gaming. And no one is more committed than Sony Ericsson Developer World to get you moving on the fast track from mind to market. And that’s not just because we’ve got an unparalleled line of Java 3D phones on the market, but because we’ve got everything you need to get into the development of mobile Java 3D games. From great tools and responsive tech support to exciting go-to-market opportunities. You’ll find us at booth number 130 at the Game Developers Conference (GDC) 2005 in San Francisco where Sony Ericsson is Platinum Sponsor of GDC Mobile. You can also learn more about mobile game development with Java 3D at a sponsored seminar session on March 11th. Go to www.SonyEricsson.com/developer or visit us at GDC 2005 to move into a new dimension in mobile gaming. www.SonyEricsson.com/developer >> p a u l h y m a n UNIONIZE NOW? Hollywood does it—but should game developers organize, too? >>WHEN EA_SPOUSE POSTED HER NOW-FAMOUS OPEN letter regarding working conditions at Electronic Arts, it wasn’t as if no one had ever complained before about the quality-oflife issues plaguing the game development community. But she brought the discussions into the open, notes Rusty Rueff, EA’s executive vice president of human resources, and that, he says, is a good thing. “Maybe I’m old-fashioned,” he told Game Developer, “but I think it’s cathartic when people have a chance to get something off their chest. And obviously, in our industry, how we work is something that people need to talk about.” Indeed, EA_Spouse says her goal was to break the ice, to get developers talking. They are, however, talking about P A U L H Y M A N writes a weekly column on the game industry for The Hollywood Reporter. He’s covered gaming for more than a dozen years. You can reach him at [email protected]. 14 MARCH 2005 | G A M E D E V E LO P E R W W W. G D M A G . C O M 15 UNIONIZE NOW? more than just convincing management that conditions need to improve. There’s now a buzz in the industry about unionizing—and it’s getting louder. Many industry observers see close parallels between the gripes of today’s game developers and those of workers in the movie industry in the 1930s and ’40s, particularly in the animation segment. The difference is that Hollywood unionized, and the game industry is still only talking about it. WHO CONTROLS HOLLYWOOD? “What you saw in Hollywood’s studio era was a lot of independent producers who slowly consolidated into a few key players—we call them the Five Majors—who gained a monopolistic control over distribution,” describes Tara McPherson, chair of the University of Southern California Cinema School, Critical Studies division. “They pretty much set the policy within the industry, decided what kind of product would be made, the rates that would be paid, and whether you’d have the opportunity to get your movie distributed to theaters,” she says. “I see that being replayed pretty dramatically in the game industry. In just the last few years, the number of small, independent game production companies in Los Angeles alone has plummeted. The possibility of distributing an independentlyproduced game without connection to some bigger player is almost nil.” As time went on, Hollywood workers found themselves powerless to bargain with managers on the amount of pay they received and the hours they worked, and turned to unions like the Screen Actors Guild and the Writers Guild of America to represent them in negotiations. But it was a slow transition, says McPherson, because white-collar workers, like screen writers and editors—and game programmers and artists—see themselves as different from factory workers and are often reluctant to consider unionization. “Oddly enough, the Hollywood managers and studio executives made very much the same arguments as the Electronic Arts executives are making right now: that unions are for people who do dirty work and that they result in a kind of group-think that destroys individual creativity and the ability to negotiate your own wages,” McPherson says. “But I would argue that the Hollywood unions were absolutely essential to the workers having decent jobs.” McPherson believes the same is true of the game industry— that the big game publishers aren’t going to “benevolently change today’s abysmal work conditions without pressure. They 16 MARCH 2005 | G A M E In my conversations, I hear developers yearning for three things: • strict limits on time worked • pay for time worked • production organized well enough to eliminate "crunch time." Unions may help, but they hardly guarantee a life of ease. A business that vaguely resembles our own— making movies—is heavily unionized, but that doesn't mean cushy jobs. D E V E LO P E R will make small changes, but not much else, if the threat of unionization seems real.” AND MICROSOFT BEGAT WASHTECH … Unions are, in fact, eyeing the game development community, and the Seattle-based Washington Alliance of Technology Workers makes no bones about it. WashTech, as it is known, is a local of the Communications Workers of America, having been formed seven years ago by contract workers hired by Microsoft through temp agencies, who at the time comprised more than 50 percent of the software giant’s local workforce. One of those workers was Marcus Courtney, a contract test engineer, now president of WashTech. “You could work for years without being converted to full-time employee status,” says Courtney, “which meant you’d never have any job security or decent benefits. And, in the mid-’90s, Microsoft was pretty much the only game in town for tech workers.” When Microsoft lobbied for changes in overtime standards— employees who made at least $27.63 per hour were ineligible for time-and-a-half—it sparked a spontaneous email protest to the state government and, ultimately, the launch of WashTech. Now, seven years later, Courtney claims that the big game companies are trying to limit their employees’ conversations about wages and working conditions. He’s reaching out to them via online forums and job boards “to tell them the advantages of joining a union and what we have to offer because not a lot of white-collar workers understand the union process.” He claims that while his is the first union dedicated to representing hightech employees, he wouldn’t be surprised if other unions, like the Screen Actors Guild, the American Federation of Television and Radio Artists, and the International Federation of Professional and Technical Engineers, started making similar efforts. COMPLICATIONS AND CONSEQUENCES But there are those who argue that unions may not achieve the goals of game developers, and one of those people is Adam Levin, an attorney who practices labor law at the Los Angeles-based firm of Mitchell, Silberberg, and Knupp. He most often represents employers in the movie industry. “While there are perceived benefits to unionization, it’s very important for Everyone in Hollywood works hard. employees to recognize the tangible Typically, craftsmen on a movie set consequences of bringing in a labor union,” he sign up for 12-hour days. The warns. “They may include the rejection of difference is they get paid overtime union proposals by employers, the possibility for four of those hours and we don't. of strikes, increased production costs that Some of us believe that superior may lead to runaway production work—which organization will contain the extra could mean layoffs—plus the expense of costs of fair compensation. Are we union dues and initiation fees.” right? Unless employees are willing Levin calls EA_Spouse’s open letter to the to duke it out, we'll never know. industry a wakeup call to employers to re—Hal Barwood, Finite Arts examine working conditions, particularly crunch times, “which used to be sporadic and ‘what do we want?’ REMEMBER THOSE OLD NEWSREELS from the 1930s? Ford Motor Company goons with baseball bats chasing down auto workers in old Detroit? Most of the violence in our business takes place in our imaginations, but overturning the current work practices of studios and publishers will jolt us all, so get ready for reality—struggle and strife. Tara McPherson, chair of the University of Southern California Cinema School, Critical Studies division PAID ADVERTISEMENT TAMING THE COMPLEXITY OF GAME DEVELOPMENT by Allan McNaugton While ad hoc asset management solutions have been used by game developers and artists for many years, runaway complexity has created a strong need for better tools. The stakes are high. Quality and productivity are seriously impacted by recurring problems, such as files getting mysteriously dropped from the game image, or even more damaging, mismatched versions of assets appearing in the image. type game, for example, you could create distinct repositories for assets of similar types such as levels, characters, weapons, or buildings. Another option would be to create a single repository with a sub-repository for each level which contains the assets for that level. CHANGE TRACKING As with most things in software development, good tools can make the difference between success and failure. The challenge is finding the right tool for the job. This paper discusses what you should look for in an asset management system and one solution that may meet your needs. ASSET CONTROL An unmanaged asset is an accident waiting to happen. The most effective way to mitigate risk is to store each and every asset in a central repository. While it is quite possible to use a shared folder on a network drive for this purpose, this approach is likely to cause more harm than good. A better solution is to use an asset management system such as Surround SCMTM from Seapine Software. Surround intelligently implements asset management, with full version control, for all of a game’s digital assets including source code, 3D models, textures, images, sounds, music, and more (see Figure 1). Assets under Surround’s control are safely stored in one or more server-based repositories. Repositories can conveniently be arranged in most any hierarchy desired. In a first person shooter- The code developers write depends on the assets artists create and vice versa. The challenge is Figure 1 Surround SCM in thumbnail mode making sure everyone has the right version of the not common), they still serve to clearly assets they need. Surround helps solve denote a related set of assets. Snapshot this problem by versioning every asset it branches are used for this purpose and manages. Versioning ensures no change correspond to important milestones can occur without everyone knowing such as the first testable version, a beta about it (or at least there being a history of the change). Specific versions of assets release, or gold master of the game. can be grouped together so you only need Surround also offers far more to retrieve the contents of the branch to sophisticated features than just obtain a working image of the game. snapshot branches. Developers can set While branches are used less in game development than they are in more traditional development environments (maintenance releases of games are Figure 2 Changelist window up private workspaces that allow work to continue in isolation. This is useful during major infrastructure changes, such as reworking the game engine. When work is completed it can be pushed forward (promoted) to the main branch for integration with ongoing changes. Because many fixes involve changing more than one asset, it is often useful to check them in as a single unit. This helps minimize inconsistencies as it is easier to add the assets to a changelist rather than checking each file in individually. Assets in a Surround changelist are kept pending until the group is committed (see Figure 2). PAID ADVERTISEMENT would typically need to run a script that updates the resource file with the new model. Not only is this time consuming, it is also error prone. If you are using Surround, and take advantage of triggers, the job is done for you. A trigger is an action that occurs when a certain asset management operation takes place (e.g., check in, promotion, deletion). You could create a trigger that fires when new textures are checked in. This trigger could call a script that updates the resource file with the modified asset. This way, if an artist updates a texture map, seconds later the game engine picks up the change. Triggers are remarkably flexible because they use the operating system to execute scripts. This means you can write your script in any language supported by your platform. Trigger specifics such as why and how the trigger was fired are communicated to the script through environment variables. Figure 3 Side-by-side and differencing format IMAGE SUPPORT Artists and developers live in different worlds. They often use tools unfamiliar to one another. While there is little need for the artist to see exactly what the developer is up to, it is frequently useful for the developer to see how the artist’s work is progressing—after all, the code has to support it. The developer is commonly stymied in this task by the binary objects an artist produces. Unfortunately, many asset management systems simply present a lengthy list of file names, and it’s up to the developer to view the asset by retrieving it and opening the file with an appropriate tool. Surround makes this task easier because it displays image files directly within the asset manager (more than 25 file formats are supported). Surround lets you compare different versions of checked-in images in two ways: a convenient side-by-side format or a view showing the images combined differences. This brings to light even the smallest change by subtracting the pixels of one image from the other. In addition, Surround can help identify subtle color differences by showing the high contrast result of pixel subtraction (see Figure 3). The value of previewing images within the asset manager is even applicable to tools that do not generate images such as a 3D modeler. In this case, the asset processing script can be modified to capture a snapshot of the model as it is displayed in the modeling tool. This snapshot is then checked in along with the corresponding model. While the image may not fully illustrate all the changes made to the model, it is a useful way to quickly identify major differences without using the modeling tool. ASSET PIPELINE INTEGRATION Although the versioning of assets is a key part of an asset management system, it is not the only part. It is critical that the tool can be easily integrated within the asset processing pipeline. Consider, for example, a game that retrieves its entire set of models, textures, and bitmaps from a single resource file. The resource file is typically built by a script that glues a large array of assets together. What happens when a new model is checked in? Well, you An additional benefit of triggers is that they also form the basis of Surround’s email notification system. Instead of calling an external script, a trigger can fire off emails to interested parties when certain actions occur. It is simple to customize messages because email templates can be edited directly within Surround. Shadow folders offer another way to keep the game image current. A shadow folder is a user-specified directory that always contains the latest read-only contents of a specified branch. It is easy to configure Surround so that when an asset is checked in, the content is automatically copied to the shadow folder, which just so happens to be a directory mapped to the game image folder. ACCESS FROM ANYWHERE While much game development work is done in-house, it is not unusual for parts of the project to be farmed out to an especially talented freelance AI wizard, or even handled by the studio’s publishing partner. This requires an asset management system to provide secure access to assets from anywhere. Surround is based on true client/ server architecture so it is equally adept PAID ADVERTISEMENT at meeting the needs of both local and remote users. The Surround client communicates with its server through a TCP/IP connection with optional 512-bit encryption. Surround does not provide a Web interface, nor does it need one because it provides a highly capable rich client that supports Windows, Mac OS X, and Linux users. Since you may not want that freelance AI wizard to romp through the rest of your source code, Surround lets you limit access at the repository and branch levels. You can also modify the default role-based security model so that only certain groups of users have access to specific commands. QA FRIENDLY It takes a Herculean effort to test a game these days. Finding and eradicating bugs is extremely important to the success of the game. Testing is often done concurrently by the game developers and by the publishing partner. It can cause much confusion if the results of these efforts are not properly tracked by a capable tool. Although bug tracking tools are certainly commonplace, you should consider looking at Seapine’s TestTrack Pro (see Figure 4). Aside from its seamless integration with Surround, TestTrack Pro has many features that appeal to game developers. First and foremost, it is so easy to use that people actually don’t mind using it. TestTrack Pro offers both a robust client interface and an equally capable Web interface that external parties, such as a publishing partner, can use without requiring a finicky virtual private network. You can even link changes to assets with the bug request that initiated the change. With this information it is possible to quickly assess the full impact of modifications required to implement a change. An additional benefit of using TestTrack Pro is that over time a complete historical record of all development activities is created. GET GOING The importance of having a sound asset management strategy will only increase as games become more complex. Figure 4 TestTrack Pro image thumbnail support Teams that implement proper asset management will likely benefit from shorter release cycles and increased productivity. Seapine Software’s Surround SCM and TestTrack Pro provide a solid foundation for managing all of a game’s digital assets and tracking the continually changing environment they exist within. AUTHOR Allan McNaughton ([email protected]) is a patent-holding technologist and veteran writer. He is the principal at Technical Insight LLC, a firm specializing in the composition of hightechnology white papers. complex business and development processes, so they can focus on developing quality software in less time. All Seapine products seamlessly integrate with each other as well as most popular software development tools. Seapine’s AALM solutions adapt to the way development teams work, giving them the freedom to choose the tools and processes they like. Over 6,400 companies worldwide use Seapine tools to manage their development processes, improve performance, and deliver higher quality solutions. ABOUT SEAPINE Seapine Software, Inc., is a marketleading provider of adaptable application lifecycle management (AALM) solutions for enterprise-level software development. Seapine’s products are designed to help customers streamline www.seapine.com/gamedev more recently have extended to a kind of crunching throughout the year.” “It’s always my advice to employers that they should have an open door with their employees to [let them air their] grievances and to always try to address those grievances,” he recommends. “The wise manager will recognize that working out an amicable resolution with employees is the preferred route to either litigation or unionization.” Levin cautions that unionization frequently means increased labor costs, which does no one any good. “If a publisher’s labor costs go up in such a way that it can no longer make a profit, it will have great difficulties with its shareholders. If it needs to pass those costs along to, say, Wal-Mart [as a retail channel] and, in turn, to the consumer, I suggest that neither one will accept those increases. As a result, game makers may end up going out of business or moving work to Canada or Europe where unions are less of a factor, and then there will certainly be layoffs. So everyone needs to be aware that, with increased labor costs, which are inevitable when you have a union, there are going to be consequences.” ‘INEVITABLE’ PROPONENTS But Tom Buscaglia, who calls himself “The Game Attorney,” begs to differ. The only thing he believes is “inevitable” is the unionization of the games industry. “I’m just not sure there’s a way around it,” admits Buscaglia, a principal at Miami-based T.H. Buscaglia and Associates, who once specialized in labor law but now represents independent game developers. “The problem is that the crunch scenario has been built into the equation; in a real sense, the publishers’ backs are against the wall. If they currently need their people to work 60 or 80 or 100 hours a week in order to build a game that sells for X number of dollars, there’s no way they can now tell everybody, ‘It’s okay, we’re only going to have you work 40 hours a week,’ because then their production costs will double. They can’t be magnanimous because they ultimately have to answer to their shareholders. And so, in a way, having a union come in might take the heat off of them. It might be a win-win situation.” It’s difficult to pinpoint exactly when crunch “got built into the equation.” Certainly, it hasn’t always been so. At one time, the game industry consisted of small groups of game enthusiasts working together feverishly and endlessly to build a title they believed in. They worked long hours because they were driven by passion. But over the last 10 years, that model has pretty much changed to a commercially-driven industry inhabited by big, publicly-traded companies. “What you’ve got now aren’t games emerging from the passion of individual developers but repetitive products driven by economic considerations,” notes Buscaglia. “We’ve got an assembly line of people working on the fifth iteration of a football game that comes out every year like clockwork and the passion is gone. They may like what they’re doing, but it’s culturally inappropriate to continue the same model.” ONE SPOUSE HAS HER SAY That’s what EA_Spouse was referring to when she posted her open letter regarding her fiance’s working conditions. Speaking to Game Developer (anonymously still, at her request), she reiterated how game-building needs to be fixed from both process and management standpoints so that deadlines can be met without extended crunch periods. “We’ve followed a Hollywood model and it’s become a train wreck,” she says. “When a publisher takes a proposal from a [development studio], there needs to be specifics—what that developer is going to do and how, and how [the developer] is going to meet a certain deadline because it has such-and-such resources. That’s not what happens now, and I know that because I’ve written proposals. Now, a developer just says it wants to make such-and-such a game, and the publisher basically plays Russian roulette with whether that team can meet its commitments.” Since her letter was posted, EA_Spouse reports that there has been a change of tone at EA. When someone suggests that a design team needs to go to a six-day week, the idea is immediately dismissed with a comment like “No, we can’t do that, not with all the publicity that’s going on.” “But I don’t think that will be very long-lived,” she says. “In my opinion, the only thing that will get publishers to budge is unionization, which I believe to be the best solution.” EA_Spouse’s immediate plans are to launch GameWatch.org, a web site where game developers can share information about their companies. “There are some development houses, like BioWare and Cyberlore, that are the good guys, who work hard to do right by their people and still create good products,” she notes. “I think other developers need to know that. And so we’re creating GameWatch.org, which will be like a movie review site, only instead of critiquing movies, we’ll critique game studios. Our goal is to have it up by June.” PURVEYOR OF CONTINUOUS IMPROVEMENT In Montreal, a man with the enviable title “VP of continuous improvement” says he agrees with EA_Spouse when informed that she is in favor of fixing the game-building process. He’s Ubisoft’s Michel Allard, and he says that, without a doubt, the solution to the quality-of-life issues is changing the way games are made. “We’ve formed an internal committee that’s going through every type of documentation on project management in all types of industries, trying to learn from them to see what can be done in our business,” he explains. >> f i r s t p e r s o n EA’S INDUSTRY leadership and the critical and commercial success of our games is a reflection on the high caliber of people we hire in every job. They are simply the best talent in the business, period. To keep our people motivated, we need to constantly ensure that their creativity, hard work and dedication is supported and rewarded. To succeed at this, we are committed to working with teams and individuals to identify both strengths and weakness in our processes. That said, we recognize there are legitimate concerns about work-life balance in this industry. The game industry is going through some significant growing pains, and as the industry leader, EA is in the forefront of addressing these issues. We’ve got an ambitious goal: to set new industry standards for management and recognition. At EA, we’re listening and communicating directly to our people and building a model for the best culture and work environment in the entertainment industry, a place where the best and most creative people can build and sustain longterm careers making the world’s best games. Rusty Rueff, executive vice president of human resources for EA W W W. G D M A G . C O M 17 UNIONIZE NOW? As a result, Ubisoft has put into place a project management office that supplies project coordinators for every team and that has developed methods to better schedule and estimate tasks. “We’ve gained ground, but that doesn’t necessarily manage all the types of ambitions that are out there,” he says. “Sometimes the impetus to work long hours comes more from a certain bravado or peer pressure than from management. So this is a multifaceted problem, and it’s our biggest challenge—to protect creativity while gaining better control over our projects.” Specifically, Allard says Ubisoft is paying more attention to the concept and pre-production phases of the development process. There needs to be someone, he notes, who says that the game will be just as good without an expensive feature or a time-consuming addition. “I think the marketing people would say that, yes, we need all the extras,” he adds. “But whether we really need them is not an easy answer to come by. I think we have a lot of good minds getting together on this problem and, over time, we’ll gain control of it.” Allard wants to believe that unionization won’t take place at Ubisoft, adding that unions are very capable of hurting creativity. “Whether they will come is difficult to say,” he concludes. “I don’t think any industry is totally protected from it.” Adam Levin of the law firm Mitchell, Silberberg, and Knupp SYMPTOMS OF AN INDUSTRY AT LARGE At EA, there’s no doubt whatsoever that unions represent the dark side. According to Rusty Rueff, the executive VP of human resources, “There will always be people who want to step in and take a piece of the pie or get in the middle of things without contributing to the growth of the business. I personally don’t believe that our people are the type who actually want to have a third party representing them and determining their wages, hours, or working conditions. And so it’s my job and the job of the leaders inside the company to ensure that we’re doing the right things so that those kinds of things aren’t necessary.” Rueff believes that the working conditions and challenges at EA are symptomatic of the entire industry, not just his company. “We’re all trying to squeeze that last 10 percent out of the current technology, which is a little bit less exciting than it will be a year from now when we’re working on the PlayStation 3,” he says. “But I do believe that getting better at project management, scheduling, discipline, and pre-production—those are all things we all need to become smarter at. Those are the things we aren’t doing as well as we want to.” To that end, EA says it has recommitted to what it calls its X Process, a production practice that has the team focus on the features of a game prior to going full-speed ahead on a project. The process also dictates that the team build one level of a game prior to the studio committing to the project entirely in order to make certain everyone understands what the game involves. 18 MARCH 2005 | G A M E D E V E LO P E R “We’ve taken every studio person in every EA location around the world through the process these last few months, and I think everyone is convinced that we’re serious about it,” says Rueff. “In my mind, it’s like running a marathon. You want to make sure that you have a kick left in you at the end, and you don’t mind having to kick if you don’t have to start the kick too early. So we’re being very open with everyone and discussing when we think the crunch is going to come, how we’re minimizing the crunch, how we’re working together to determine what that crunch will be. Everybody at EA has been communicated to and now understands this.” I WANT TO MAKE GAMES WHEN I GROW UP In a soon-to-be-published study by the University of Texas at Austin’s Digital Media Collaboratory, 310 middle school students in Texas were asked what they wanted to be when they grew up. Of the 124 male respondents, the favorite occupation (out of 40 choices) was professional athlete; the runner-up was video game designer. Jason Della Rocca, executive director of the International Game Developers Association (IGDA), wonders whether those students will change their minds when they catch wind of what a game designer’s work schedule and wages are like. “This is not just an EA thing,” he says. “As word slowly gets out that regardless where you work, the conditions are all miserable, how easy do you think it’s going to be for our industry to attract new talent? When people start avoiding us because they believe us to be a bunch of slave drivers, that’s got long-term, industry-wide implications. That’s why the IGDA sees this as a very serious issue.” Last year, the association did an informal survey of game designers which revealed that about 30 percent of the respondents didn’t intend to be in the industry within five years; more than 50 percent said they will be gone in 10. “That is a huge number,” says Della Rocca. “Imagine if half the people in Hollywood left every 10 years. What kind of experience would remain? Where would the talent come from?” In terms of solutions, Della Rocca believes the industry has to enlighten the rank and file as well as management. “Although they have the passion, developers need to put their own brakes on, and they want to have a life outside of the game industry because that will make them better game developers. We need to educate the middle managers, the project managers, and the producers—or bring in outside management [to] deal with the chaos and the fires and the pressures of managing large-scale, big-budget projects.” As for unionization, the IGDA is what Della Rocca calls “union neutral.” He says it isn’t the IGDA’s role to condemn or condone the creation of a union. “It’s really the choice of the workers to decide whether they want to unionize,” he says. Indeed, it’s likely the discussions will continue, the unions will pursue educating about the benefits of organizing, and management will try to convince game developers that conditions will get better without unions. And some of those who are talking now credit EA_Spouse for accelerating the conversations. “EA_Spouse just wants her man home at night,” Buscaglia says, “and I think there are a lot of people who feel the same way.” * the evolution of 3D continues Selected for performance. Adapted for next generation productions. Image by Kenneth A. Huff / www.itgoesboing.com © Copyright 2004-2005 Alias Systems Corp. Maya® 6.5 software delivers the tools you need to work efficiently with massive datasets. Key optimizations in areas such as file transferring and interactivity – plus the addition of mental ray® for Maya network rendering (Satellite) and new scene segmentation tools – let you meet the demands of your next generation productions. Don't miss the last stop on our P4Play Tour. Check out www.alias.com/p4play for details! For more information: www.alias.com/maya Come visit Alias in Booth 230 at GDC 2005 © Copyright 2005 Alias Systems Corp. All rights reserved. Alias, the swirl logo, Maya and Can You Imagine are registered trademarks and the Maya logo is a trademark of Alias Systems Corp. in the United States and/or other countries. mental ray is a registered trademark of mental images GmbH in the United States and/or other countries. All other trademarks mentioned herein are the property of their respective owners. >> t e r r a n c e c o h e n F OF MO O OM M M EN N NT TT O ME T C A T P C M PA IIM >> DESIGNING AN IN-GAME DESIGNING AN AN IN-GAME IN-GAME DESIGNING E FE EF EC FF SS CT F E TS ST SY S TE YS EM S M T E T E R R A N C E C O H E N is a senior software engineer at Irrational Games. >>A WEAPON FIRES A BULLET. THE MUZZLE FLASHES. A SHOT RINGS OUT. A HOLE APPEARS IN THE His game credits include MEDAL OF HONOR wall. Better yet: An M4A1 fires a jacketed hollow point bullet. The signature five-point star and SWAT 4. He enjoys spending time appears at the end of the barrel and momentarily illuminates all nearby objects. There’s a loud with his wife Rena and his daughter “crack.” Chunks of wood explode from the point of impact and leave a gash in the wall’s Rebecca. You can reach him at paneling. An empty shell ejects from a port on the rifle. [email protected]. This effect event and its specialization were created with a system that provides a flexible approach to managing effects within a framework that supports rapid prototyping, smooth workflow, and immediate feedback. W W W. G D M A G . C O M 21 M O M E N T O F I M PA CT FIGURE 1 Typical effect events and responses during heavy combat: The door shows responses to the C2ChargeDetonated and DoorBreached effect events. Responses to BulletHit can be seen on the pipes, on the walls, and on the sand bag. The muzzle flash and dynamic light are the result of a WeaponFired event. And the utility light's corona is the result of LightAlive. Sound effects are associated with many of these events as well. The effects system we use at Irrational Games is a component of the VENGEANCE game engine that receives notification of an event during gameplay. It determines which effects, if any, should be played in response to those events. We used this system to manage visual and sound effects, both at design time and at run time for TRIBES: VENGEANCE and SWAT 4. Using the system, game developers of all sorts— programmers, designers, animators, and others—can trigger “effect events” from code, animations, or gameplay scripts. These effect events represent opportunities to play effects, which can be visual, audible, or something else entirely, such as tactile feedback or vibration, and they contain information about the context of the event. (See Figure 1 for an example.) Game developers specify what we call the “event responses,” the responses to effect events that specify which effects to play. Irrational’s effects system is shaped by three central aspects: 1. Unification of configuration for different kinds of effects, for example, visual and audio effects. 2. Data-driven configuration of effects at design-time and eventdriven effects during gameplay that allow non-programmers to independently incorporate new effects into the game. 3. Layering and specialization that supports rapid prototyping and gradual introduction of effects. UNIFICATION OF CONFIGURATION. The advantage of a unified effects system is that it provides a simple way to coordinate different kinds of effects. For example, every explosion is likely to cause a sound, provided that the listener is close enough to hear it. When the same system is used to coordinate effects, for example, a sound designer can see when a new explosion has been added to the system and can then create a sound effect to match it. DATA-DRIVEN CONFIGURATION OF EVENT-DRIVEN EFFECTS. Effect events provide a convenient layer of abstraction from playing effects, divorcing the work of the game designer from the work of the effects designer, meaning that both can work effectively without spending too much time thinking about what the other needs. Through this separation of responsibility, the tasks of invoking effects and building them become independent. Programmers, naturally, may trigger events from code. But the primary goal of using an effects system is to empower level designers, artists, animators, and the like to be able to integrate new effects without the help of a programmer. The key to taking advantage of this separation of programmer and effects-maker is to give the effects-makers various means of triggering events. To this end, we provide a “trigger effect event” action that level designers can generate from scripted gameplay events. Our reactive world objects can also be configured to trigger events, and we provide an animation key-frame action to trigger an event that animators can apply to frames of animation. By triggering effect events and by configuring responses to them, developers can incorporate new 22 MARCH 2005 | G A M E D E V E LO P E R effects by themselves and without any need to recompile the code, which makes for a simpler workflow compared to systems that always require code modification to introduce new effects. LAYERING AND SPECIALIZATION OF EFFECTS. Because the effects system is a component of the game engine, it’s aware of the game’s class hierarchy. With this knowledge, the effects system can select the most specific response to an effect event. To take advantage of this capability, we set a generic detonated event response, which is applied when any object triggers it. Later, when a special sound is created for a gas grenade, a specialized GasGrenadeDetonated event response could be created, which would apply only when a gas grenade triggers the Detonated effect event. Whenever anything else detonates, such as a C2 charge, the effects system would continue to select the generic Detonated event response, because no more specific event response matches the effect event that occurred. This ability to specialize—or layer— effects is a powerful feature that supports rapid prototyping early in a project, and allows game developers to gradually specialize effects as new art and sound assets become available. Notice that specializing the GasGrenadeDetonated event response from the generic detonated event response did not require any code or script changes. Rather, this change only requires the addition of the GasGrenadeDetonated event response, which specifies that it is a response to the detonated effect event when it is triggered by a GasGrenade class of object. This kind of change can be made to a configuration file, or even better, with a GUI tool (which will be discussed later). Programmers will note that the detonated effect event can be triggered in a base class of Grenade, so specializing detonation effects for different Grenade subclasses does not imply any additional code. Again, keep in mind that a unified effects system means that different event responses may specify effects of different types. So the detonated effect event triggered by a grenade is likely to have an event response in both a sound and visual effects subsystem. By taking advantage of these four central aspects of the effects system, developers can become more expressive in configuring effects and benefit from improved workflow compared to other common techniques. EXAMPLE 1. Characters make sounds when their feet hit the ground. The FootFell effect event type is triggered from keyframes in animation, not from code. (In fact, the name FootFell is IT WORKS FOR ME “…the performance and quality of ATI’s FireGL ™ graphics and the HP nw8000 Mobile Workstation enable great artists and designers to be that much greater.” When world renowned Savannah College of Art and Design (SCAD) chose ATI’s FireGL™graphics and HP’s nw8000 Mobile Workstation it gave faculty and students the ability to maintain their competitive edge while developing award-winning digital content. MARK THOMASSON , DIRECTOR OF DIGITAL MEDIA TECHNOLOGY, SCAD said, “…this is where ATI’s FireGL™ technology proved itself.” FireGL™ graphics accelerators are certified and optimized for professional CAD and DCC applications. ATI delivers a top to bottom range of trusted graphics solutions for mobile and desktop workstations with support for dual monitors, both Windows® and Linux platforms and native PCI Express™ x16 lane support. Find out how ATI’s FireGL™ graphics can W O R K F O R Y O U at: ATI.com/firegl. ™ ™ © Copyright 2004, ATI Technologies Inc. All rights reserved. ATI and FireGL™ are trademarks and/or registered trademarks of ATI Technologies Inc. All other company and/or product names are trademarks and/or registered trademarks of their respective owners. ® M O M E N T O F I M PA CT added to a dynamic string table from the key-frame action, and is not mentioned anywhere in code.) Because the animation keyframe action is able to include the material below a specified bone of the skeletal mesh when triggering the effect event, responses can be specialized for different materials. The result is that stepping in water sounds and looks different from stepping on leaves. You could further specialize the event responses such that they apply only to particular characters, so that bar-hoppers’ shoes sound different from SWAT officers’ boots when stepping LISTING 1 void EffectsSubsystem::OnEffectEvent( EffectEvent& effect_event, IEffectObserver* effect_observer) { bool anything_matched = false; for ( Class* current_class = effect_event.source.GetClass(); current_class; current_class = current_class->GetSuperClass()) { Array<EventResponse*> response_set; Name event_response_key = effect_event.type + current_class->GetName(); event_responses.MultiFind(event_response_key, &response_set); if (response_set.Num() == 0) continue; //no responses to this event on the current class Array<EventResponse*> Array<int> int qualified_responses; qualified_response_scores; qualified_high_score = 0; for (int i=0; i<response_set.Num(); ++i) { int current_score = 0; EventResponse* current_response = response_set.Get(i); if ( current_response->source_class_name != current_class->GetName() || current_response->effect_event_type != effect_event.type ) return; //disqualified: wrong class or event altogether if (!EventResponseMatchesEffectEvent( effect_event, current_response, current_score)) continue; else qualified_high_score = Max(qualified_high_score, current_score); LISTING 2 bool EffectsSubsystem::EventResponseMatchesEffectEvent( EffectEvent& event, EventResponse* response, int& score) { if (response->label) { if (event.source.label == response->label) //add constant value to response's score score += matches_label_score; else //disqualified: label doesn't match return false; } // ... perform a similar tests for additional properties of the // source and event, such as source.mesh, event.target_class, // and event.target_material ... if (response->contexts.Num() > 0) { int current_context_count = response->contexts.Num(); //current_response is qualified qualified_responses.AddItem(current_response); qualified_response_scores.AddItem(current_score); } if (current_context_count > GetNumContexts(event.source)) //disqualified: the response has at least one context that // doesn't match the current contexts return false; if (anything_matched) { for (int i=0; i<qualified_responses.Num(); ++i) if (qualified_response_scores.Get(i) == qualified_high_score) PlayEffects( qualified_responses.Get(i), effect_event, effect_observer); //give the response one point per matching context, // or disqualify it for a non-matching context for (int i=0; i < current_context_count; ++i) if (!HasContext(event.source, response->contexts.Get(i))) //disqualified: the response specifies a context that // doesn't match the current contexts return false; anything_matched = true; //something matched, so we're done traversing the hierarchy break; score += current_context_count; } } } //for each class in source's inheritance hierarchy } 24 on concrete—all achieved without any special-purpose code. EXAMPLE 2. When SWAT officers exhale in the cold, their breath is visible. As a character moves from one zone of the world to another, we untrigger and then retrigger the InZone effect event type in code. Any contexts associated with the zone in which an object is located are considered part of that object’s context. Our level designers can add arbitrary contexts to zones, such as a Cold context to areas that are both outside and have snow. Then, our visual effects designer is able to create a response to an InZone effect event specialized for the Cold context. This event response specifies an effect that periodically (with a randomized interval) emits a visible puff of breath from the officer, attached to his mouth. EXAMPLE 3. A radio initially plays content from one radio station; a response to its Used effect event causes it to select a different sound to play. A reactive world object can change its appearance in reaction to being damaged. When a radio is adequately damaged, it untriggers the Alive event, changes its appearance, and then triggers an AppearanceChanged event. When Alive is untriggered, the station content is interrupted, since it was played in response to the Alive event. And “electrical sparks” visual and sound effects are played in response to the AppearanceChanged event on a radio with a broken appearance. The ‘AppearanceChanged’ effect event is specialized for a radio that has a broken appearance so that a return true; } MARCH 2005 | G A M E D E V E LO P E R M O M E N T O F I M PA CT radio can even play different effects at different stages of destruction, if the designer so chooses. Note that the effects configuration refers to the radio class, so there’s no per-instance cost for effects. A discussion of our reactive world objects system is beyond the scope of this article. But suffice it to say, when gameplay events act upon an object, such as when it is used or damaged, reactive world objects can trigger effect events. For a radio, a response to its Alive effect event plays music. IMPLEMENTATION The algorithm that Irrational’s effects system uses for selecting responses to events is based on a score; each event response (appropriate to the given event) is scored against others. The C++ Runtime Reflection THE ABILITY TO TRAVERSE THE SOURCE ACTOR’S class hierarchy described in Listing 1 requires support for runtime reflection of the inheritance hierarchy. Runtime type identification (RTTI) is not sufficient for this purpose. Languages like Java, C#, and UnrealScript support runtime hierarchy reflection, but support must be added to any C++ implementation. For an easy-to-use C++ reflection library, see Resources. Alternatively, there is an implementation of a similar system in which designers configure a virtual hierarchy. Although this implies greater overhead on the part of programmers and designers, it does provide an extra level of customization, and avoids the requirement of runtime hierarchy reflection. highest-scoring responses are the ones that most closely match the effect event that was triggered. For purposes of this discussion, an Actor is an object with a location in the game world, and a Name is an index into a dynamic string table. Table 1 compares the EffectEvent structure with the EventResponse structure. Note that these two structures share several properties—the properties that are compared when matching responses to events. In our system, an effect event is generally triggered by calling Actor::TriggerEffectEvent(event). This Actor member function forwards the call to EffectsSystem::OnEffectEvent (self, event). (Depending on your game engine, you may be able to use your existing messaging or event system for this purpose.) The EffectsSystem dispatches this call to each of its EffectsSubsystems, such as the SoundEffectsSubsystem and the VisualEffectsSubsystem. EffectsSubsystem::OnEffectEvent() is shown in Listing 1. Each effects subsystem executes the selection algorithm on its own collection of event responses, which it maintains in a hash-map. The most significant parameter in selecting winning event responses is the class of the source of the event. If any event response specifies a class lower in the inheritance hierarchy than another qualified response, then any responses that specify a class higher in the hierarchy can be rejected because they are less specific than others. For example, if a gas grenade detonates, then the more general GrenadeDetonated event response can be rejected because the GasGrenadeDetonated Are you Certified by ATI Graphics? • Optimal compatibility and performance on all ATI platforms and CATALYST ™driver releases • Cutting edge development of today’s HD games with next generation technology • Superior customer game experience To ensure your games work better, become part of the Certified by ATI program. Contact us @ [email protected] ATI - The World’s Leading Graphics Supplier. © 2005 ATI Technologies Inc. All rights reserved. ATI is a registered trademark of ATI Technologies Inc.© 2004 Atari Interactive, Inc. RollerCoaster Tycoon 3 game © 2004 Chris Sawyer. Programming © 2004 Frontier Developments Ltd. All Rights Reserved. All other company and product names are trademarks and/or registered trademarks of their respective owners. 26 MARCH 2005 | G A M E D E V E LO P E R TABLE 1: Effects System Structures EFFECT EVENT PROPERTIES Property Type Property Name RESOURCES EVENT RESPONSE PROPERTIES Property Type Property Name Actor’s hierarchy, looking for any matching responses. Otherwise, for each matching event response, all properties contained in it are Array<EffectSpecification> specifications compared with the properties of the effect Array<int> chances event and the source Actor. /* optional properties (default value = NULL) */ EffectsSubsystem::EventResponseMatchesMesh* mesh Mesh* mesh EffectEvent() is called from line 32 and is Name* label Name* label shown in Listing 2. For each property that the Class* target_class Class* target_class event response specifies and which matches Material* target_material Material* target_material the event that occurred, the response’s score Array<Name> contexts is incremented, indicating that the response is a better match for the event. If the response event response is specific to a class lower in the inheritance specifies any contextual details that do not match the event that hierarchy. Take a look at Listing 1, line 6. The selection algorithm was triggered, then the response is rejected. Once each event traverses the inheritance hierarchy of the source of the effect response is compared against the effect event, they are scored. event until one or more matching event responses are found, or Their scores are recorded in the qualified_response_scores array. until the hierarchy is exhausted. In OnEffectEvent(), lines 49–51, if any event response matches For each class in the source Actor’s inheritance hierarchy the effect event that occurred, then the effects system plays the (until a matching response is found), the algorithm creates a effects specified by all responses with the qualified_high_score. subset of its collection of event responses, which are responses DATABASE CONFIGURATION to the event type on the current class (lines 10–12). This We considered implementing the effects system configuration subset is created by performing a lookup on the subsystem’s with a database. This would have the advantage of simplifying hash-map. The key for this hash-map (and for the lookup) is the the selection algorithm by replacing it with a database query. concatenation of the name of the current class with the effect But we concluded that the penalty for performing database event type, for example, GrenadeDetonated. (We create a Name queries (potentially several per effect event) would be too with this key on line 11 to avoid any other string manipulations significant, even if an embedded database were to be used. Still, in the selection algorithm.) If this lookup produces no a GUI database front-end could have been used to configure the responses, then the algorithm continues searching the source Name Actor& type source Name Class& type source_class Adams, Arne. “Reflecting Attributes and Base Classes.” C/C++ Users Journal. Volume 22, Number 9, September 2004. Pages 14–22. Burke, Shawn. “Make Your Components Really RAD with Visual Studio .NET Property Browser.” MSDN Library. http://msdn.microsoft .com/library, February, 2002. GAME BOOKS THAT DELIVER ! SE AT E US BO GDC O 731 TH 1-58450-390-4 $49.95 1-58450-352-1 $69.95 1-58450-354-8 $49.95 1-58450-369-6 $49.95 1-58450-395-5 $49.95 1-58450-308-4 $49.95 20% Discount at www.charlesriver.com (800) 382-8505 Also Available at Amazon, Borders, and Barnes & Noble. W W W. G D M A G . C O M 27 M O M E N T O F I M PA CT Evel Knievel Superscape/GWE Extreme sports/stunts game starring Evel Knievel, famous daredevil and true American Icon. Jumps recreate the great moments of his stunt entertainer career! get your game on Harlem Globetrotters Superscape/GWE Learn new tricks... work your way up the ladder and see if you have what it takes to be a legend... Ivan "Ironman" Stewart Off-road Superscape/GWE 9 off-road tracks peppered with obstacles, jumps & power-ups, including nitro cans for speed bursts without wrecking your truck! These mobile applications have been produced and published by Superscape Inc. and Global Wireless Entertainment, Inc. © 2005 Superscape, Global Wireless Entertainment. All rights reserved. 28 MARCH 2005 GLOBAL WIRELESS ENTERTAINMENT | G A M E D E V E LO P E R effects system data, which would have been exported into a format that could have been read-in and manipulated at runtime. While using an off-the-shelf database GUI is arguably the best approach, I chose to write a GUI front-end for our system, which I dubbed the Effects Configurator. I’m always cautious of systems that try to reinvent the wheel, as it were, and tend to lean toward using existing tools if there are ones that are right for the job. However, there were some aspects of the system that called for a specialized GUI. If the tool was cumbersome to use, then my goal of improving workflow would remain a dream. In addition, I kept modders in mind, and wanted a complete solution that could be distributed with any finished product. For purposes of building the Configurator, I found C# and the .NET libraries to be an excellent combination, which allowed me to reach my design goals. The PropertyGrid control was particularly handy for presenting the user with a GUI for editing properties of an object (see Resources, page 27). And with .NET support for reflection and serialization, implementing loading and saving of configuration data was a painless process. CONSIDERATIONS Performance was a primary concern when designing the technical architecture of our effects system. With all the matching of effect events to event responses, it’s easy to worry that the simple management of effects could consume too much time. We were able to keep the overhead of the effects system’s selection algorithm to an acceptable level. In practice, when events are triggered at a furious rate, such as in a firefight, many effects play. At those times, the overhead of the algorithm is small when compared to the time spent actually simulating and rendering the effects. One thing that tripped-up the TRIBES: VENGEANCE team was the practice of triggering many different types of effect events that had no associated event responses. Despite the fact that there were no responses to these events, the effects system still needed to consider each one. This excess overhead caused a significant decline in performance. Therefore, it was important to balance the desire to provide many effects hooks with the careful consideration of which types of events were likely to deserve responses. After discovering that many of the team’s event types were going completely unhandled, they cut back on the number of triggered events, which improved the performance. We discovered that triggering effect events isn’t a convenient model for invoking effects for all purposes. For example, we found that playing Animation keyframe actions can trigger different sounds for footfalls on different material. lines of dialog during scripted sequences did not lend well to an event model. Effect events would have been a cumbersome abstraction for this application because the particular resulting sound effects were always known. For this case, the conversation manager, which was responsible for managing the lines of dialog among characters, would play sound effects directly. It wasn’t necessary to create a separate system for this. Rather, the conversation manager simply obtained a reference to the effects system’s sound effects subsystem and called PlayEffects() directly on it, just as the selection algorithm would have done. So for specific instances in which the effect event model was not an asset, the system still supported our effects needs, albeit at a more basic level. FUTURE DIRECTIONS While developing and using the Irrational Games Effects System, I’ve considered ways to enhance and extend its feature set, particularly through additional effects subsystems. For platforms that support vibration, a tactile effects subsystem is an obvious extension of the effects system’s design. A caption subsystem would provide an integrated way of providing textual feedback to the player. And I can also imagine an animation effects subsystem in which effect event responses would cause the source of the event to blend skeletal animations into its animation channels, for example, in response to being hit by a bullet in a given limb. CAUSE AND EFFECT If you’re happy with your existing methodology, an effects system may not be necessary—not every studio needs one. But if you want to streamline your workflow, allow designers and effects creators to work remotely, prototype quickly and organize your effects management, you should consider building a similar effects system. With the growing complexity of games, increasingly sophisticated systems for managing effects will continue to play an important role in game development. * (ATCHYOURINNERSWASHBUCKLER ,OOKINSIDEBEAUTIFULGAMESLIKE3ID-EIERS0IRATESANDYOULLDISCOVER'AMEBRYO/UR$GRAPHICSENGINE ANDTOOLSGIVEDEVELOPERSTHEFREEDOMTHEYNEEDTOCREATEGREATGAMESWHETHERTHEYUSEMAX-AYAOR 3OFTIMAGE&REEYOURMIND!NDTHEGAMEWILLFOLLOW 3)$-%)%2#2%!4/2/&0)2!4%3 &)2!8)3'!-%3 GAMEBRYOCOM h'AMEBRYOGIVESOURENGINEERSANDARTISTSTHEFLEXIBILITYTOBRINGOURVISIONTOLIFEv >> b r a n d o n s h e f f i e l d BUENA VISTA’S GOOD VIEW GRAHAM HOPPER ON DISNEY’S PLANS FOR WINNING HEARTS 1990s, MOST OF THE MOVIE PRODUCTION HOUSES >>INthatTHEwereMIDpublishing or developing games made a semi-graceful exit from the industry. Buena Vista, as Disney’s game publishing arm, was one of the few that stuck around. Now in its eleventh year, the company has made another shift, changing the name to Buena Vista Games, and changing the focus to the more core gamer. With the power of Disney behind them, and the acquisition of a few key individuals from established development houses, Buena Vista Games hopes to be a major industry player in both the short and long term. Senior vice president and general manager Graham Hopper spoke to Game Developer about Buena Vista’s new initiatives in the core-gamer space. Brandon Sheffield: How has Buena Vista evolved over the years, and what has prompted this renewed interest in the console gaming space? Graham Hopper: Our business started about 10 years ago; in fact it was 10 years ago [as of December 2004] that Disney Interactive was formed, and it was predominantly a PC publisher for a long period of time. We did achieve a great deal of success on the PC platform, right throughout the 1990s. However, we have not been known as a significant console developer; we tended to license all that out, so we had sort of a dual model where we published certain things ourselves, mainly on the PC, and we licensed out the rest. Of course what we realized is that as the console market has become bigger and more valuable, there was a real opportunity for us to expand our business by starting to publish on console as well. So that was stage one of the evolution of our business, which went into motion in 2002 and 2003. We started looking at different genres of products, as opposed to just the traditional Disney branded products. So for example, we worked with Monolith Studios on TRON 2.0, and we also started work with Capcom on developing a, shall we say, sequel to Tim Burton’s Nightmare Before Christmas. And again, we’ve started thinking about developing original properties. I think what we realized pretty quickly is that as powerful a brand as Disney Interactive is, it does of course limit what we’re able to do in the gaming space. And the key evolution for us was realizing that the game business has changed from something that kids did, which would be true of 10 years ago, to something that is now an entertainment medium which everybody enjoys. You come home from work, and you can decide what you want to do to entertain yourself, you can switch on the TV and watch ABC, owned by Disney—yes, please watch it (laughs)—or you BRANDON SHEFFIELD is the assistant editor of Game Developer. E-mail him at bsheffield @gdmag.com. W W W. G D M A G . C O M 31 B U E N A V I S TA G A M E S can play a game, and it makes sense for us to be able to offer entertainment that crosses whatever different choices [consumers] want to make. So we changed the name of the company to Buena Vista Games, or BVG. Underneath that, we have two labels. Label one is Disney Interactive, which used to be the company name but now is just a label of ours, in which we do all Disney-branded product. I don’t like to call that kids products, because the Disney products appeal to a very broad audience, like for example KINGDOM HEARTS. Our second label, our newer label, is Buena Vista Interactive. And Buena Vista Interactive is, much like we use Touchstone and Miramax within the company to distinguish between Disneybranded products and non-Disney-branded products [for movies], Buena Vista Interactive allows us to do the same thing. One of the things we’ve been quite involved in over the years was developing the games themselves. However, we often handed them off to third parties to publish. So we had deals with the likes of Sony, who publishes games, but in many cases we were the ones who secured the developers, worked to develop the game, then handed a finished product over to a publisher. And we realized that our capabilities in publishing could easily expand to cover the console products. Disney as a company is a top-ten vendor at Wal-Mart, for example. And so those retail skills that we have give us a size and heft in the marketplace that is much larger than our actual size, and much larger than any other company in the game space, that’s for sure. Buena Vista’s Graham Hopper. BS: Publishing aside, will you be incorporating development as well? GH: Yes, one of the things we did is we repositioned the business. Just to give you a sense of the extent of the changeover—PC was a large portion of our business, close to 60 percent three years ago. And today throughout North America it’s about 10 percent of our business. Before, we’d been invested in PC development studios. So what we did was spin those studios off, but we will get back into development; ownership of development studios and development capacities will support our console strategy going forward. BS: Will you be making developer or publisher acquisitions to that end? GH: Yes, to the extent that they make financial sense. BS: So what will happen to those developers that previously worked on your licensed titles? GH: We plan to continue operating as a license business in addition to our publishing capacity. In other words, we have an open mind about how to approach publishing a game. If the right way to develop a game happens to be to secure the unique expertise of a particular company that requires us to take a licensed approach, we’ll want to do that. I think KINGDOM HEARTS is a great example of that, where they have brought the FINAL FANTASY characters together with ours. So there will be a licensing component to what we do. We have licensing arrangements with THQ which run forward into the future, and those will continue as they are. But I think you can expect that with properties like Professional You’re not the only one who wants your game to blow away the competition. Character Development and Storytelling for Games ISBN: 1-59200-353-2 ■ $39.99 Beginning Game Level Design ISBN: 1-59200-434-2 ■ $29.99 3D Game Programming All in One ISBN: 1-59200-136-X ■ $49.99 ■ Trade ■ Reference The Game Producer’s Handbook ISBN: 1-59200-617-5 ■ $39.99 Visit us at Booth # 631 at GDC 2005 for special show discounts on Game Development books! Call 1.800.354.9706 to order Order online at www.courseptr.com 32 MARCH 2005 | G A M E D E V E LO P E R business. We understand the differences. There are significant convergences, but we understand the difference in that we are trying to build a gaming company, not a company that does a bit of games on the side. BS: How are you different from other companies, then? CHICKEN LITTLE which come out of feature animation, we’ll be more likely to publish those ourselves than we would be to automatically license them out like we would have before. BS: What do you think about other film companies, such as Warner Brothers, getting back into game development? GH: I think they see the same strategic value in the business that we do—but I think the difference is that different companies have different starting points. So the fact is that we’ve stayed around for 10 years, and we have a profitable business, and we have the right kind of talent, having brought people on board like Mike Ryder who used to head up Sierra, people like Ed Bainbridge out of Eidos. We view our investment in talent out of the gaming industry as being the critical differentiator between us and other companies. The big lesson that we learned in that mid-’90s period where everyone got out of the business is that this is not the film GH: Well let’s think about what this means for the development community—thing is, as we enter the core gaming space, we have pretty much a blank sheet of paper. And one of the problems that developers have is getting publishers to pay attention to new intellectual property ideas. In many cases that’s because the publisher may already have a number of driving games or shooters, and then when somebody comes up with a new twist on these. As a publisher you have to say “is this cannibalistic, or is this something that I should be publishing as well?” We as an organization have very few of those sorts of potential conflicts. And we’re actively looking for new intellectual properties to develop. Disney’s very renowned as a marketing company—also renowned for developing and managing franchises. I mean we’ve built some of the biggest franchises in the world, I think out of the top five, three of them are owned by Disney. And these are things that we’ve either nurtured over the years, or simply developed in a relatively short period of time. Our ownership of media, like television channels and so on, allows us to evolve and grow franchises in a unique way. We’re essentially throwing open the doors to the development community to come to us with great ideas. * "% (%!2$ "%).30)2%$WITHMUSICINTHESTYLESMOODSTEXTURESTEMPOSANDRHYTHMSYOUNEED "%).(!2-/.9WITHACCESSTOOURENTIRE#$-USIC,IBRARYONAPORTABLEGIG HARDDRIVE "%2%!,WITHPUREAUTHENTICHIPHOPFROMRESPECTEDPRODUCERSFOR&AT*OE"IG0UNTHE "EATNUTSANDMORE "%!.!,,4)-%()'(3#/2%2WITH$E7OLFE-USICnVISITUSATBOOTHATTHE'AME $EVELOPER#ONFERENCEIN3AN&RANCISCO "%,)%6%9/5#!.(!6%)4!,, WWWDEWOLFEMUSICCOM W W W. G D M A G . C O M 33 TO UNDERSTAND THE PROCESS OF CHANGE IN SILENT HILL 4: THE ROOM, we should first review the SILENT HILL series, in case you aren’t familiar with the A K I H I R O I M A M U R A joined Konami in 1994. His first project was INTERNATIONAL TRACK & FIELD ; he worked as a programmer. Since, he has been involved in the SILENT HILL series as the main programmer, director, and subproducer, as his role has differed A K I R A Y A M A O K A also joined Konami in 1994. Since SILENT HILL 3, he is he producer of the series and created, directed, and performed all sounds (music and effects, but not vocals) in the games. MARCH 2005 | game with a horror theme. We wanted to do something within that genre for the PlayStation, which was still new hardware at the time. Given the limitations of the console, we could not render objects too far off in the distance, since it would be too taxing for the system. But to capture the feel of a true 3D experience, we limited the field of visibility using fog and darkness, which worked really well for in each title. 34 franchise. The concept for the original SILENT HILL was simply a full 3D action G A M E D E V E LO P E R a horror game and has become a trademark for the series. By restricting visibility with fog and darkness, we were able to instill a true sense of dread in people, something they instinctively feel when encountering an unknown environment. Then of course we added some lurking creatures, and some cool audio effects, and we wound up with something that was very scary. Of course creating the GAME DATA PUBLISHER: Konami PLATFORM: PlayStation 2 and Xbox RELEASE DATE: Japan: July 2004 U.S.: September 2004 Europe: October 2004 NUMBER OF DEVELOPERS: 70, full-time DEVELOPMENT TIME: 2.5 years LINES OF CODE: 500,000 NOTABLE TECHNOLOGIES: Motion-capture W W W. G D M A G . C O M 35 Transitioning between a “normal” reality and a horrific one heightens the sense of dread in THE ROOM. game was not as easy as that implies, but these were the basic building blocks. To amplify this feeling of dread, we created an alternate world that was permeated with blood and rust. This visual style accentuated the horrific nature of that world by contrasting it with the standard game world. In essence, a dual world was created, in which one side was normal and the other was filled with every imaginable horror. SILENT HILL was a work that ended up using the hardware's limitations to advance the horror of the game, and one that managed to come from a different perspective, when compared to other games released at the time. Even today, people still mention that SILENT HILL for the PlayStation was a favorite game of theirs. That makes us feel great— it’s very refreshing for other people to offer their views of our games, since everyone seems to like different aspects of them. We’re so close to our projects that sometimes it’s difficult to see what’s meaningful to other people. SILENT HILL 2 made the leap from PlayStation to PlayStation 2 while retaining the horror concept in the original game. This was a big endeavor because of the new hardware platform, and it required much more time and effort to develop, given the capabilities of the system. We followed up that game with SILENT HILL 3, which further refined the graphics and sound, but there were no major changes to the game mechanics. As the creators of the series, we started to feel as though the gameplay was becoming stale. With that in mind, we undertook SILENT HILL 4: THE ROOM, for which preproduction began in fall 2001 and full production in spring 2002. Even though the SILENT HILL 4 project was a proper sequel to the SILENT HILL series, our top objective for the game was "change." We wanted to make sweeping changes from the past titles and give players something new and fresh to play. Of course, changing something that has already proved its worth is always a risk, but we wanted to see what we could accomplish. We took on the challenge of affecting change from many angles—from the horror concept to the game's subsystems. SILENT HILL 4 is very different from the previous SILENT HILL games, although to the average eye, it may still be just a horror game. The title emerged from our trials and errors while trying to achieve this change. Though ghosts are integral to Japanese culture, the development team feared Westerners might not be afraid of them. WHAT WENT RIGHT 1 THE HORROR CONCEPT. While the SILENT HILL series lies firmly in the horror/action adventure genre, the root of the terror is not a fear of being attacked and killed by horrific creatures. Rather, it is a psychological terror of being slowly stalked and cornered by unknown beings. It’s not really about the shock value, but much more of a deeper sense of foreboding; you know something is coming, but you don’t know when, and you can’t stop it. Comparing the game to movies, the SILENT HILL series is closer to The Exorcist than Friday the 13th or A Nightmare on Elm Street. In thinking about how it might be possible to realize a new type of horror in SILENT HILL 4 without destroying the foundations of the series, we arrived at the idea of the horror of being trapped within one's own room. A person’s room should be a place of refuge and comfort. We felt that it would really be terrifying to become trapped in that sanctuary and to have that space gradually eroded through a succession of disturbing events. This was our main concept during SILENT HILL 4's development. We hoped that it could become a new type of horror game that people had not seen before. A NEW TYPE OF ENEMY. Once we established the horror concept, we wanted to add innovation in how we projected it. If we wanted supernatural phenomena to happen in one's own room, we also wanted spiritual presences to appear as enemies. We therefore created ghosts, a new type pf enemy that inflicts damage on the player just by being nearby. Worse than that, they can come through walls, and even when knocked down, they rise again to relentlessly pursue the player. 2 CONTINUED ON PG 39 36 MARCH 2005 | G A M E D E V E LO P E R 6YZVYanXdbW^cVi^dcd[edlZg!^ciZaa^\ZcXZVcY`^aaZgdeedgijc^i^Zh# B^Xgdhd[i <VbZ9ZkZadeZg9Vn B^Xgdhd[i =VcYh"DcLdg`h]deh B^Xgdhd[i HedchdgZYHZhh^dc B^Xgdhd[i 8dc[ZgZcXZHZhh^dc IjZhYVn!BVgX]&%/%%6B"+/%%EB LZYcZhYVn!BVgX]. I]jghYVn!BVgX]&% ;g^YVn!BVgX]&& E>M9ZbdchigVi^dc LZYcZhYVn!BVgX]. '/(%EB"(/(%EB 6YkVcXZYGZVa"I^bZGZcYZg^c\/ 7ZndcYGZ[aZXiVcXZ I]jghYVn!BVgX]&% )/%%EB"+/%%EB B ^ X g d h d [ i @ Z n c d i Z LZ Y c Z h Y V n! B V g X ] . & % / ( % 6 B " & & / ( % 6 B B^Xgdhd[i5<98'%%* lll#\YXdc[#Xdb '%%*B^Xgdhd[i8dgedgVi^dc#6aag^\]ihgZhZgkZY# B^Xgdhd[i!MWdm!9^gZXiM!VcYi]ZMC6ad\dVgZZ^i]ZggZ\^hiZgZYigVYZbVg`hdgigVYZbVg`hd[B^Xgdhd[i8dgedgVi^dc^ci]ZJc^iZYHiViZhVcY$dgdi]ZgXdjcig^Zh# I]ZcVbZhd[VXijVaXdbeVc^ZhVcYegdYjXihbZci^dcZY]ZgZ^cbVnWZi]ZigVYZbVg`hd[i]Z^ggZheZXi^kZdlcZgh# Getting hacked is wack! Gosh Ted... next time we should protect our software with SafeDisc Advanced! The next installment of Hack U will be at GDC Come visit us on Thursday, March 10th at 10:30 a.m. Moscone Center, San Francisco Voyeuristic elements are used to make the players feel uneasy. CONTINUED FROM PG 36 For Japanese people, the horror of ghosts is deeply entrenched in our culture. However, we weren’t confident that they would be frightening for people overseas, in America and Europe, for instance. In the end we agreed that the more general sensation of horror is shared by people worldwide, so we adopted our ghost as an enemy type after all. We believed that this enemy—an indefatigable being that ceaselessly pursues the player—is a very frightening presence to all, regardless of culture. FIRST-PERSON VIEW. In developing any game, we hope to make the experience as real and immediate as possible for the player. One effective technique for doing so is using first-person perspective. This technique is one that we have long wanted to adopt for the SILENT HILL series, but using the first-person view for the entire series proved to be impractical. In terms of weaponry, the SILENT HILL games primarily featured objects used for clubbing enemies, which are very difficult to incorporate into a firstperson mode. With SILENT HILL 4's room setting, though, we felt that it would be possible to use the first-person view to good effect. In practice, we believe that the technique sufficiently heightened the sense of being there, especially when supernatural phenomena occur. For the action sequences in the other world, the view shifts back to a third-person perspective, since it would be way too hard to fight enemies in first-person mode. 3 REAL-TIME ITEM MENU. In past SILENT HILL games, whenever players needed to use an item or change weapons during battle, they could pause the action by opening the item menu, then leisurely select the needed items and weapons. We changed that with SILENT HILL 4. Item icons appear 4 at the bottom part of the game screen to let the player use the items and switch weapons without pausing. This system of putting the icons at the bottom of the screen was inspired by a similar feature found in many online games. The fact that the game time doesn't stop when selecting items was an improvement because it made for smoother gameplay and helped sustain the tension of the scenario. Of course, SILENT HILL 4 is not an online game, so we still made it possible for the player to interrupt gameplay with the pause button to avoid needlessly distressing the player. PLAYABLE MOVIE SEQUENCES. In many games, movie-like demo scenes are incorporated in key story junctures, and SILENT HILL 4 is no exception. We decided to add playable movie scenes, in which the hero could be freely moved. In those instances, there are no clear transitions to the scenes—we made the trigger an automatic one, in which the scene is set into motion when the hero approaches certain non-playable characters (NPC), who then begin conversing. In actual play, there are instances when the NPCs seem to be talking to themselves. Even so, we felt that this approach heightened the player’s immersion. We thought that these sequences worked very well and brought a different feeling to the series. 5 WHAT WENT WRONG ABSENCE OF MID-LEVEL BOSSES. It was disappointing that we couldn’t add any mid-level bosses simply because we didn’t have enough staff. We felt that the game stood well enough without them, but as we feared, it became a game that lacked catharsis. It has to be said—mid-level bosses are an important element of any action game. By fighting mid-level bosses, the player experiences a sense of achievement and exhilaration at key points in the game. That tension compels players to keep moving forward. It’s really unfortunate that we weren’t able to budget the time for our programming staff to make even one mid-level boss. I think this hurt the game, as players wander through it without enough challenging fights at strategic points. It makes it difficult for the player to see what he or she has accomplished. 1 Dank interiors and terrifying vistas characterize SILENT HILL 4. W W W. G D M A G . C O M 39 GHOSTS WERE TOO OBTRUSIVE. We wanted to introduce a new type of enemy by including ghosts, but many players said that rather than being frightening, the ghosts were merely exasperating obstacles. Even when knocked down, ghosts rise up immediately to resume their pursuit of the player. Players were irritated at constantly being on the run from them and as a result, were incapable of fully appreciating the beautifully rendered game environments. In the latter half of the game, there are swords that can stun downed ghosts. While these swords allow the player to counter the indefatigable ghosts, there aren’t enough of them. The concept of invincible enemies wasn't a bad one, but in the case of the ghosts, we made them too strong. In the retail version, the ghost becomes “unstunned” in 3–10 seconds. If we could change it, we would make the stunned time between 15 and 60 seconds, depending on which mode (easy, normal, or hard) the player is in, to give the player some respite. It also might have been nice to allow players to kill ghosts, but at a high cost. In any case, the ghosts turned out more annoying than scary for most people. 2 Akihiro Imamura (left) and Akira Yamaoka. TOO MUCH DEPENDENCE ON MELEE WEAPONS. At the start of the project, we planned to make the main character use club-like weapons for almost all the fighting. We also planned to make guns and ammunition very rare and special. We did so because we felt that one of the SILENT HILL series' more horrifying aspects is the brutal sensation of physically clubbing enemies. So we increased the variety of battering weapons, introduced a new system of charge attacks, and limited the availability of guns to only handguns. However, when we developed the game with those weaponry changes in mind, ammunition was too rare, making players horde it for the final boss, thus rendering the gun a largely wasted weapon. We also discovered that battering weapons alone made fighting too difficult, which made it tough for the player to progress through the game. We quickly added more ammunition so the handgun could be used more regularly. For players of SILENT HILL 3, this was a big departure; that game had various guns and other types of weapons too. 3 Zombie dogs are enemies in the early stages of SILENT HILL 4. PLACEMENT OF GAUGES AND ICONS. With the SILENT HILL series, we had the policy of not displaying any gauges or icons on the game screen to enable players to become immersed in the world of horror. But we wanted to change the item selection process, so when we first started on the project, we clipped the top and bottom of the screen to make the playing field wide, and placed gauges and icons on the clipped black strips at the top and bottom. However, with the top and bottom clipped, the game screen didn’t actually feel wide, just short. It made the screen feel cramped when controlling the character. Rather than adhering to policy, we gave priority to ease of play and decided to allow the placement of gauges and icons on the game screen. If we had gone with the widescreen mode, I think people would have complained that we weren’t using the entire screen! 4 ABSENCE OF A UFO ENDING. From the beginning, the SILENT HILL series has always featured so-called UFO endings that were intended for laughs. I think a lot of fans were looking 5 40 MARCH 2005 | G A M E D E V E LO P E R forward to some kind of silly ending with SILENT HILL 4, but we were unable to put one in. The UFO endings had been added to the past titles as jokes by staff who thought up something particularly funny and had the time to add it. However, no one came up with an amusing idea, and eventually we didn’t have enough time to include anything. I think that fans of the series were probably a little disappointed, although we did include a few different endings depending on how people played. When making a sequel, developers usually try to include as many fresh ideas as possible; but fans of the titles will want the signature elements of the original game to reappear in the sequels. ROOM WITH A VIEW In making SILENT HILL 4, we attempted to implement quite a few changes. As with all things, we had some successes, and we had some elements that in hind-sight, we could have improved. Also, some areas demanded more trial and error because the project was a new challenge, for example, having the player go back and forth between the room and the horrific world, and having the room gradually infected by the "other" world. This approach was one that perfectly suited a representation of horror. But it lacked depth as an actual building block of the gameplay. We added problem-solving challenges, such as having to figure out that you need to use items brought back from the other world to the real world to complete a task. We tried to make various adjustments of that type to make it more satisfying for players to travel between the two worlds. Before implementing this, it was just boring to go between the real world and the horror world, because it seemed too much like a chore instead of being fun. While we were faced with many challenges, developing SILENT HILL 4 was definitely gratifying to tackle. No matter what the title, franchises are faced with the constant need to evolve. Otherwise, developers run the risk of turning people away from their games, due to the lack of innovation. (However, we also know that you need to identify and maintain certain sustaining elements of the original game when making a sequel.) In the future, we will have to consider the possibilities of network gameplay for the SILENT HILL series, among other improvements. What that will entail we don’t know yet, but hopefully it will be something people want to try. Ultimately, we hope to keep providing the world with new entertainment by adopting new ideas for future games. Please look forward to what’s coming next! * Do more for less. © 1987-2005 Konami Computer Entertainment, Japan “For the production of METAL GEAR SOLID®® 3, we needed to produce more high quality data in a shorter time frame compared to MGS 2. XSI helped us achieve this by providing our creators with a better environment in which to concentrate on our production work. XSI is a superior tool for sure…” METAL GEAR SOLID 3: SNAKE EATER Design Unit General Manager Yutaka Negishi Starting at $495USMSRP, SOFTIMAGE | XSI includes innovative character creation tools, unique real-time shaders, the fastest Subdivision Surfaces in the industry and integrations for core pipeline tools. See SOFTIMAGE | XSI in action at GDC 2005: Avid Computer Graphics Booth 413. For more details, visit softimage.com/GDC05. I am 4. the future of animation. softimage.com/games © 2005 Avid Technology, Inc. All rights reserved. All prices are USMSRP for the U.S. and Canada only and are subject to change without notice. Contact your local Avid office or reseller for prices outside the U.S. and Canada. SOFTIMAGE, Avid and XSI are either registered trademarks or trademarks of Avid Technology Inc. in the United States and/or other countries. All other trademarks contained herein are the property of their respective owners. © 2005 ACTIVEMARK , TRYMEDIA AND THE TRYMEDIA LOGO ARE THE PROPERTY OF TRYMEDIA SYSTEMS INC. Smooth operator. Game protection should be effective and effortless. That’s why leading developers trust Trymedia’s ActiveMARK for secure digital distribution — on disc and via download. In addition to ease of integration, ActiveMARK is consumer-friendly at every point of contact. Learn all about ActiveMARK at GDC 2005, Booth 224. And don’t miss “Inside The Hacker Mind” and other Trymedia sponsored sessions. trymedia.com/gdc05 for info. THE SOLUTION FOR SECURE DISTRIBUTION FROM UPLINK TO DARWINIA Introversion Software’s Chris Delay and Andrew Bainbridge on indie games and why programmers can’t be squatters GUYS BEHIND GLASTONBURY, U.K.-BASED INTROVERSION >>THE Software say they are the last of the bedroom programmers. That statement is, in the current market and depending upon your inclination, either a glorious anomaly or a curious anachronism. But where are they coming from? We spoke with Chris Delay, the driving force of the company's creative machine, and Andrew Bainbridge, the latest recruit—a designer/coder with a perfectly complementary skill-set for the company’s vision (he rearranges source code “to make it prettier”). They’re not the triumphalist pro-underground coders you may expect. The company's first game, UPLINK, debuted in 2001 for the PC. A minimalist and austere hacking title, UPLINK gathered impressive reviews and became something of a cause celebre in the British games press. Originally sold direct online via the company's web site (www.uplink.co.uk), the game “allows you to perform various acts of high-tech computer crime” through an iconic interface and simulated (read: fake) online connectivity. The hacker’s delight found its way onto the gaming retail shelves and was a considerable hit for an indie game, spawning Mac and Linux versions along the way. UPLINK was enough of a hit to keep Introversion afloat and working on its second game, DARWINIA, a 3D action-strategy PC title. While DARWINIA and UPLINK differ as much as any two games can, the former is a genuinely fascinating example of a video game. Rather than the stark strategy atmosphere of UPLINK, there’s a fantasia of retro-flavored imagery and a form of play that defies easy description. If you imagine Sensible Software's CANNON FODDER versus David Braben's pre-ELITE game VIRUS, with influences from modern real-time strategy titles and the DMA classic LEMMINGS, you’ll grasp something of it. With DARWINIA finished and on its way to online and retail release in the U.K., Delay and Bainbridge were free to talk about the reality of independent development, as well as how to accomplish innovative results while using extremely limited resources. Kieron Gillen: You playfully describe yourselves as the last of the bedroom coders—and the first of the children. When do you think we’ll be seeing the rest of the family? More games built on the bedroom coder model? >>k i e r o n gillen KIERON GILLEN is an award-winning British games journalist and alumni of PC Gamer UK, best known for writing “The New Games Chris Delay: I don’t think you can do games like this anymore. Journalism” manifesto. KG: But you did. He can be contacted at [email protected]. CD: We did, but we haven’t had any money for ages. And there’s no real sign that we’ll have any more money after DARWINIA. Andrew Bainbridge: It’s been more effort than we’d have really been happy with, if we knew about it at the start. CD: Part of the problem is that it's taken so long. UPLINK came out in October 2001. It’s too long, and the reason is that the game came out of us experimenting for ages. We probably spent a year trying out ideas. We had game prototypes, and they were all fairly substandard. They sort of looked a bit like DARWINIA, but that’s it. It took us so long to find something that actually worked—and that definitely doesn’t happen anymore. W W W. G D M A G . C O M 43 UPLINK TO DARWINIA AB: There’s something that bedroom programming can achieve that commercial titles don’t—but I don’t think there’s going to be a spate of people trying to do this. CD: Though, while we spent a lot of time on the game, it wasn’t actually a great deal more than a lot of games. KG: Two people spending less than three years on a title—I suppose you only spent five man years. Compare that to a top-end Electronic Arts title that requires upward of 500 man years. CD: Yes, but the problem is that EA can afford to spend 500 man years to make a game. We can’t. UPLINK came out. It did pretty well for an indie game. But it didn’t make enough money for us to keep going indefinitely. If we had done it in two years, it would have been fine. Three years is stretching it. Chris Delay (top) and Andrew Bainbridge. KG: Here’s a weird, cross-cultural form tangent: I know bands who, at some point in their career, were essentially living in a squat to keep going. Why don’t we see coders do that? AB: Chris would. CD: And Andy probably wouldn’t. Mark and Tom definitely wouldn’t [Mark Morris and Tom Arundel, who handle Introversion’s business side]. They’re far too sensible. But the thing with those bands is they know that they’ve got Glastonbury, the NME, and the gig circuit in their local town. There’s an established route that most big bands went through [before they became big]. But that’s not true about big companies. They start massive. That’s the difference between games and music: Two guys sitting in their bedroom don’t really have any reason to believe that their game might be successful. DARWINIA isn’t even on sale yet. We can hope, but there’s a tendency at the moment to go for realism, as realistic as possible, each generation a little further toward it. And we’d like to think there’s a market for people who wanted to see something that was creative in a different way. DARWINIA isn’t realistic in any way, but it does look creative. KG: Not that it looks unprofessional, and neither did UPLINK, for that matter. CD: We knew even with Uplink that we had to carefully pick our battles. We couldn’t have made something like DARWINIA then. We didn’t have the skill or the knowledge, but we knew that the 44 MARCH 2005 | G A M E D E V E LO P E R most we could hope for was a consistent, minimalist look for the game. Right from the very start—with FUTURE WAR, which became DARWINIA—we knew we had to go for procedurally generated content, all landscapes generated mathematically and using sprites for all the characters. The models only came in later. We knew we just didn’t have the resources. The hardest thing in the world to do is real people. KG: So you haven’t tried to get real people? DARWINIA has some excellent AI— the ant nests for example—but isn’t it about trying to simulate something that can’t be simulated? CD: Yes, it's got realistic AI that’s aimed lower. AB: The key is to transform the problem into one that we can solve. CD: There are quite a few things in DARWINIA that throw away the idea of solving the problem and give the user a bit more responsibility. AB: There were plenty of times during the course of making the game when we thought, “Can’t do that.” Then we thought, “We're not going to.” KG: Did necessity make you prioritize differently than most developers? CD: The result is that we end up with something very unusual because we’ve made lots of decisions that any other company would never have made. We’ve ended up with ant colonies and other random things, which all have very simple rules inside, and all behave very reliably— and die in reliable ways. It’s a game in which you learn, much like classic arcade shooters where the enemies come in Evolve7 > Your work. Your way. Introducing 3ds max 7.5. “Why do we use 3ds max? Simply put: Productivity. 3ds max represents a key element in our production pipelines for the multiple games and SKUs we have at any given time. We are able to customize every production pipeline for every game and then leverage our efforts by sharing tools and production methods between projects. With 3ds max, we are able to efficiently produce the highly detailed and high quality games we're known for in record time.” 3ds max /Sébastien Technology Director Sébastien Lavier Studio Ubisoft's Montreal Studio Games Tom Clancy's Splinter Cell® Chaos Theory™ Prince of Persia® Warrior Within Tom Clancy's Rainbow Six® Black Arrow Myst IV® Revelation Far Cry® Instincts For more information, visit www.discreet.com/3dsmax Discreet is a division of Autodesk, Inc. Autodesk, Discreet, and 3ds max are either registered trademarks or trademarks of Autodesk Inc./Autodesk Canada Co., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. © Copyright 2005 Autodesk, Inc. All rights reserved. UPLINK TO DARWINIA Z-shapes. But it’s a much simpler approach than trying to get Alex in HALFLIFE 2 to kiss her dad on the cheek. KG: You said you experimented for a year. How much of a plan did you have during that time? CD: We didn’t know what we were making at the start. We knew what we were aiming for: a retro game, with old values. Rather than right clicking on the menu and sitting back, you have to actually fight. Introversion’s first title was the hacker simulation UPLINK. AB: I think a lot of the visual style is a product of wanting to look different. We had the visual style a lot earlier than the actual game. CD: (Sighs.) Yes, it is. Oh, I don’t know. It happens again and again. I think that’s the only reason why we do what we do. I know for a fact that FUTURE WAR, long before it became DARWINIA, would have been canned. Because we genuinely didn’t know what we were doing. KG: The visual style is a key, I think. It seems like you chose something relatively achievable. AB: Someone could have asked us when it will be finished, but we still would have been wondering what it actually is. CD: We already have regrets. If we were going to do a postmortem, we’d say that making a level-based game is suicide with a small team. Even those few that we have made took months and months to make the game work. But even that— those levels don’t look particularly heavily designed, but even that was far too much for us. CD: We didn’t have anything for ages. It was so scary. At the end of the first year, we didn’t have a game. We had a landscape generator. AB: I think our advantage is that having worked in game development before, we knew roughly what we were doing when we started. The traditional bedroom programmers really didn’t. They were just kids leaving school and deciding to program. CD: There doesn’t seem to be any real reason why other small groups couldn’t bandy together and start making their own games. It doesn’t seem to happen very much. You get a lot of break-away companies forming from bigger companies when people decide they can do it better elsewhere—but they always seem to sign to a publisher a month later. And then a year later, they get laid off. KG: Which is about as far away as you can be from the design document approach most teams use. CD: That was definitely a deliberate thing before we started. Those design docs aren’t the way to make games. AB: They’re the way to make some games. CD: They’re the way to make well understood existing games, definitely. But it’s not the way to make good games, because you can’t know. How can you do it? You’ve got this huge document which tells you the plot of the game, and one paragraph that tells you the controls— but the game comes out of the controls. Even now, how would you write the design doc for DARWINIA? KG: What is Introversion’s place in the future of games? KG: They never learn? CD: That sounds awfully smug, doesn’t it? AB: The temptation of a salary really is quite great. 46 MARCH 2005 | G A M E D E V E LO P E R CD: We really don’t know what we’re doing. That’s the trouble. How can we tell you? We don’t know what we’re doing next. There’s no indication that DARWINIA will even sell as well as UPLINK—there’s a real risk factor. So far, we’ve got one game in 2001 and one game in 2005. That requires each game to pay four or five people for two or three years. That’s like bands releasing one terrible album and it being over—oh, we sound so negative. (Laughs.) KG: Are you worried? CD: We’re not really worried. We’ll make something next. We don’t know what that’s going to be. We don’t know if we’ll hire three people to help us next time, or whether it’ll be a game with just us two. I’d certainly like to think that DARWINIA would make enough to let us launch another game. But we certainly aren’t interested in doing sequels. It seems such a waste to spend two years making a game that you’ve already made. Put that simply, it sounds obvious. Why spend thousands of man years creating the same game, but featuring a lead character with four extra polygons on her nose. Why bother? DARWINIA is, of course, a harder sell than UPLINK. The concept of “you’re a hacker” is easy to understand—selling something which people, abstractly, want already is relatively easy. But it’s much trickier to sell something that no one knows they want. There’s every possibility of DARWINIA joining brave, semi-art games marked “critical success/commercial failure.” But it’s not quite that simple; commercial success for a team of four is very different from commercial success for a major development team. For anyone working like Introversion, the bottom line is making enough to have a living, working wage. Small, smart, and running around the legs of dinosaurs to find enough food to survive, bedroom programmers aren’t extinct after all. * When you’re #1 in the world*, what do you do for an encore? • Strong software protection based on AES & RSA algorithms Register at www.HaspHL.com/Events to attend a SW DRM Briefing and Roundtable coming to a city near you! • Innovative licensing models implemented independently of protection • Single and multi-user license management • Intuitive, easy-to-use tools and API integration • Highly reliable, compact, cross-platform key REINVENTING SOFTWARE PROTECTION & LICENSING. *Aladdin is the #1 vendor in the software licensing authentication tokens market for 2002 and 2003. — IDC Bulletin #31432, 2004 Introducing HASP HL—the next generation in hardware-based security to protect your software revenues and intellectual property. Implement the strongest security from the undisputed leader, Aladdin. Secure it once. Secure it right. See for yourself with “Software Protection: 1-2-3” the online demo, or get your FREE developer’s kit at HaspHL.com/Encore. North America: 1-800-562-2543, 847-818-3800 or [email protected] International: +972-3-636-2222 or [email protected] UK: [email protected] Germany: [email protected] Benelux: [email protected] France: [email protected] Spain: [email protected] Asia Pacific: [email protected] Japan: [email protected] ©2005 Aladdin Knowledge Systems, Ltd. All rights reserved. Aladdin and HASP are registered trademarks of Aladdin Knowledge Systems, Ltd. SEAN BARRETT >> THE INNER PRODUCT OPTIMIZING PATHFINDING III: INADMISSIBLE HEURISTICS A*, A GENERAL-PURPOSE AI SEARCH ALGORITHM, has become the standard solution to pathfinding in games. Enough has been written about the subject that it's generally assumed to be a solved problem, with nothing more to say. In this series of articles, I'm taking a closer look at the pathfinding problem and the A* algorithm, and performing a critical analysis of the mechanisms, hopefully exposing flaws in the general industry wisdom and even in published articles on the subject. I'm driving this analysis by trying to solve a practical problem: how to create a pathfinding engine that can process a large number of units (say, 10,000) on a very large map (say, 1,024x1,024 tiles). In part II of this series (see the January 2005 Inner Product), I began examining inadmissible heuristics in A* searching. A* tries to prefer exploration in the direction of the goal using a heuristic estimate of the distance to the goal. If the heuristic does not overestimate the true cost to the goal, A* is guaranteed to find the optimal solution. If the heuristic is inadmissible, overestimating the true cost, then A* will visit fewer nodes but may not find the optimal solution. The risk is that we might end up with pathfollowing agents that look stupid, even if the path length is within some small bounds of optimal. I distinguished two kinds of suboptimality, local and global. Local errors are obvious but we can post-process the path to clean it up; global errors we just have to live with. FIGURE 1 The ratio of performance between two different path-finding approaches, admissible A* versus inadmissible A*, shows huge variation depending on the particular path. The x axis is the total path length for the optimal path. searches were faster. I figured I needed to implement the post-processing and account for that to keep things fair, especially since naive post-processing is at risk for taking O(n3) time, so making it fast might be difficult. When I finally got around to measuring nonpost-processed inadmissible A*, I was quite surprised by the results. Figure 1 shows the ratio of two implementations' performance for various paths: admissible search time divided by inadmissible search time. For some of the longest paths, the inadmissible search is 10 times faster than the admissible; but for other equally long paths, it's 10 times slower. The scatter plot indicates some kind of erratic behavior that would be hidden if we examined averages. Figure 2 shows one of the paths that performs poorly for an inadmissible search; as the heuristic multiplier increases from k=2 to k=3, you can see that the search goes even further “the wrong way,” and actually ends up exploring more nodes even though the heuristic is “more wrong.” The real failure is revealed by the value of n, which will take some setting up. Dijkstra's shortest-path algorithm is essentially breadth-first-search extended to allow different edge weights. It relies on a priority queue that gets updated: Sometimes it “adds” a node to the priority queue that's already there and is simply changing its priority, which is its distance from the start node. However, once Dijkstra's algorithm “serves” a node from the queue and investigates its neighbors, that node will never be revisited; Dijkstra's algorithm serves the nodes in the order of their true distance from the start. Thus, it cannot miss shorter paths to them. A* search with a heuristic of 0 is identical to Dijkstra's shortest-path algorithm. With any other heuristic, however, A* will not visit nodes in the order of their true distance from the AN INADMISSIBLE SURPRISE That's where things stood at the end of the January column; I hadn’t measured performance and just assumed inadmissible A S E A N B A R R E T T develops independent games in Oakland, Calif., when he’s not consulting in the game industry. Reach him at [email protected]. B C FIGURE 2 In these three pathfinding solutions to the same problem from a point near the bottom to a point at the top left, each uses the normal admissible heuristic multiplied by some constant k, and ends up expanding n nodes. Figure 2A is admissible, where k=1 and n=160,000. Figure 2B is inadmissible, where k=2 and n=80,000. Figure 2C is inadmissible, where k=3 and n=1,300,000. W W W. G D M A G . C O M 49 THE INNER PRODUCT FIGURE 3 Performance ratios after fixing inadmissible A* as described in the text, with a heuristic multiplier of 3 are shown, all using log-log scales. Figure 3A shows performance for inadmissible A* versus admissible A*, using the same underlying data structures and algorithms. And Figure 3B shows performance for inadmissible A* versus admissible A*, using separately optimized data structures and algorithms. The x axis is seconds. A B start. This is a good thing when it results in A* exploring toward the goal, avoiding exploration of a huge and unnecessary space. But it has a consequence. Sometimes A* will have to revisit a node that was already served from the priority queue because it eventually found a shorter path to it; in A* parlance, nodes must sometimes be moved from the Closed list to the Open list. It turns out this will never occur if the heuristic has a certain property (it is “monotonic”). Although my admissible heuristic has this property, I wanted to keep the system general, so I made sure to implement it anyway. When an inadmissible heuristic is used, A* is over-encouraged to first search those nodes that are closer (according to the heuristic) to the goal. However, if the chosen route turns out to be entirely blocked, A* is forced to retreat and expand earlier nodes. It may then find new, shorter paths to the same nodes it explored before, at which point it will revisit them all, finding slightly shorter distances (from the start location), even though they're all blocked in. It may then find them again FIGURE 4 One quarter of a new 1,024x1,024 test map and sample paths show green areas that are four times as expensive as white areas. 50 MARCH 2005 | G A M E D E V E LO P E R with slightly smaller weights if it finds yet another slightly faster path. That’s what's happening in Figure 2C, which explores 70,000 unique nodes but takes 1,300,000 exploration steps to do so! My testing reveals that this anomaly occurs regardless of how large the heuristic multiplier is or whether the terrain has varying costs. with only local obstacles, inadmissible heuristics are much more effective. Using the fixed A* algorithm (never re-Opening Closed nodes), Figure 5 shows the performance of the inadmissible algorithm for three weights. The k=3 case produces significantly inefficient paths by cutting across “slow” terrain; the k=1.5 seems to offer a better trade-off of quality for time. Table 1 demonstrates this by examining the performance and length of a “canonical” path (from top left to bottom right—the same end points as the canonical path in the November 2004 column) for various degrees of admissibility. As a final experiment in this direction, I used the map from Figure 4 but let green and white terrain have the same cost. I again allowed putting nodes in the Open list that were already in the Closed list, and I was able to use inadmissible heuristics with no ill consequences. The inadmissible search was usually faster and never slower by more than a factor of two (explainable by the use of the different priority queue implementations). This demonstrates that the two techniques—the correct A* implementation and the use of CHANGE A* FOR INADMISSIBILITY The problem I described arises because nodes on the Closed list are moved to the Open list. If we simply disallow that case, the problem goes away. Of course, we also lose the improved paths we might find with this mechanism, but this matters little once we're already inadmissible. Figure 3 shows the results of applying this fix, using an inadmissible weight of k=3 (other weights are similar). Figure 3A shows the ratio of the performance of the inadmissible search to that of the original admissible one, using the same implementation for both. The inadmissible one is almost always better and by a significant amount (more than half the data points are twice as fast). Figure 3B shows the ratio of the performance of the inadmissible search to that of the admissible one, in which each uses an implementation optimized for that approach. The inadmissible heuristic produces priorities that are not monotonically increasing and don't have a predictable range, so it requires the heap implementation. This implementation is about twice as slow for large queues, hence long searches. The result is that the inadmissible heuristic probably speeds up about as many searches as it slows down, but the speed-ups are larger than the slow-downs. However, the worst-case searches (the data points to the right in Figure 3), which take the most time, get slower much more often they get faster. It appears that inadmissible heuristics aren't helpful for this map, but that doesn't mean they're generally useless. They're stymied by large-scale obstacles with “maze-like” dead ends. However, for a map like that in Figure 4, TABLE 1 k REFINEMENT LENGTH TIME (ms) 1.0 - 1,686 167 1.5 slow 1,779 36 1.5 fast 1,780 24 1.5 none 1,827 24 3.0 slow 2,416 21 3.0 fast 2,442 10 3.0 none 2,508 9 The table shows the length of the path and time taken to find it for admissible A* (k=1.0) and inadmissible A* (other k values) when searching for the canonical path in Figure 4, using various postprocessing refinements. The primary goal of the refinements is not to reduce the total length, but to remove obvious local flaws. Perforce SCM. Piece your global development team together. Perforce Software Configuration Management brings you and your team together - wherever you happen to work. [Fast] [Scalable] [Distributed] You’ve got developers in Tokyo, Denver and London collaborating on your project. Your UI designer is in Austin and your QA team is in Cupertino. SCM nightmare? No. Just another day’s work for Perforce. 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THE INNER PRODUCT k=1.5 k=2 k=3 FIGURE 5 Performance ratio of inadmissible A* to admissible A* for the paths in Figure 4, for various inadmissibility weights k. inadmissible heuristics—are not always incompatible. It depends on the map. PATH POST-PROCESSING To prevent agents looking stupid, I want to clean up the local suboptimalities introduced by the inadmissible heuristics. Although use of inadmissible heuristics is frequently mentioned in game programming literature, there is little detailed discussion of this sort of refinement. However, it is closely related to the idea of improving a path made from discrete nodes that approximate a more continuous space. The solution to that problem is to use a “pathcaster”— a routine which scans whether a given straight line “raycast” can be successively traversed by Shortcut of a 90-degree turn. the pathfinding agent (it must both be open and offer walking support)—and to then test various pairs of nodes in that path and see if they allow a “shortcut” via pathcasting. Applying this technique literally would require O(n3) time. The code would need to consider all O(n2) (non-adjacent) pairs of points on the path and then try an O(n) pathcast between them. But optimal pathfinding is only O(n2)! In fact, for working on our discrete tiles, pathcasting isn't even an O(n) operation, as any two points which aren't in a straight line have multiple straightest paths between them. We could just try one, the Bresenham one, or one which does all diagonal movement before all straight movement, but it would be rather arbitrary. Fortunately, this complication suggests a way out of the O(n3) mess. My algorithm only looks for a shortcut if the two points have a perfectly straight path between them—they must be axially or diagonally aligned. If connecting any two nodes would require an intermediate turn, some other pair of nodes with a straight path between them hopefully will be an equally effective shortcut instead. The code still has to check O(n2) pairs, but most of those pairs won’t be in a straight line from one another and will only consume O(1) time. I believe that if there are no shortcuts to be found, the pathcaster will visit no more than O(n2) nodes total, although I haven't proved this. I implemented two variations of this algorithm. The first one is a brute force implementation, referred to as “slow” in Table 1. The initial pathfind builds an array with one entry for each point in the path. A doubly-nested loop compares every point on the path against every other point on the path to see if they're in a straight line, and if so, pathcasts and checks if the straight-line cost is cheaper. Deleting points from the middle of the path (when creating shortcuts) will be slow since deleting from an array is slow, and the length of the array is the length of the path. Even if a better data structure were available that allowed efficient deletions, it’s also necessary after every refinement to update the costs of all the following nodes in the path, which would still take O(n) time. To attempt to avoid the brute force O(n2) search and the expensive array updates, I also implemented a method which compresses the paths into a run of steps that are all in the same Shortcut of a 135-degree turn. Shortcut of two consecutive 45-degree turns in the same direction. FIGURE 6 The post-processor for compressed paths searches for simple shortcuts that extend across only one or two turns, replacing a section of the original red path with blue. All pairs of points are tested; the best ones are shown. 52 MARCH 2005 | G A M E D E V E LO P E R A B FIGURE 7 Using the three patterns from Figure 6 multiple times allows larger-scale shortcuts to be created. In Figure 7A, three consecutive applications of the 90-degree rule followed by one application of the double-45-degree rule produces the obvious best shortcut. In Figure 7b, an obstacle that doesn't block the obvious best shortcut but does block intermediate steps prevents this algorithm from finding the best shortcut. THE INNER PRODUCT FIGURE 8 Performance ratios of inadmissible searches with post-processed paths versus the inadmissible search without. In 8A, the naive implementation slows down significantly. In 8B, the run-length compressed scheme shown in Figure 6 introduces only a tiny slowdown. A B direction (into a set of line segments). Then I used a set of local turning patterns to find places where there might be a shortcut, for example, on either side of a 90-degree turn (see Figure 6). I generated candidate pairs on either side of the turn or turns, and pathcast to see if they are valid shortcuts. Series of such shortcuts will produce more complex shortcuts, as shown in Figure 7. The results are similar to the ones in the non-compressed method, but the candidate pairs are generated directly instead of via an O(n2) search, and the array is 54 MARCH 2005 | G A M E D E V E LO P E R much shorter so deletions and cost-updates are much faster. However, this approach can miss some larger scale optimizations, as shown in Figure 7B. this method is labeled “fast” in Table 1. Figure 8 shows the slowdown from applying each of these refinements to the original (more maze-like) map with inadmissible k=3. The slowdown from the method using an array element for every path node is large enough to be a bother. The slowdown from the method using run-length compressed paths is quite tolerable— about 10 percent. Unfortunately, this method still leaves some obvious local errors like those shown in Figure 7B, whereas the slower one doesn't. You might see an improvement if you use the runlength-compressed storage scheme but implement the full-scale all-pairs search on it. Next month, I'm going to throw a spanner into the works and challenge the idea that A* is really the right algorithm for 2D pathfinding, and hopefully start laying the groundwork for hierarchical pathfinding. * STEVE THEODORE >> PIXEL PUSHER LET THERE BE LIGHT: COLORED LIGHT BUZZWORDS LIKE “FRAGMENT shading” and “per-pixel attenuation” might sound like pure geekery, but they're going to be critical to effective game art over the next five years. The most important advance in nextgeneration graphics quality will be a huge leap in quality of lighting. In most contemporary games, lighting is utilitarian at best: It helps players perceive the structure of 3D spaces, provides directional cues, and indicates places of concealment. In far too many games, the lighting doesn't even reach that basic level. In film and theater, though, it’s universally recognized that lighting isn't simply about making things visible. Lighting is the instrument that controls the emotional pitch of a scene. For character and environment designs to engage the player’s intellect, the lighting (much like music) must bypass the analytical, and works directly on emotions. If that sounds extreme, play a little game of mental mix-and-match with some familiar visual icons. Try to imagine Blade Runner shot under the florescent glaze of a Star Trek: The Next Generation set and you'll start to get the idea. Now that our lighting technology is finally starting to catch up to other media, it's time to revisit the fundamentals. A lot of us haven't worked with sophisticated lighting since we toyed idly with the MentalRay tutorials, so it’s definitely a good idea to look back at the basics. With S T E V E T H E O D O R E started animating on a text-only mainframe renderer and then moved on to work on games such as HALF-LIFE and COUNTER-STRIKE. He can be reached at [email protected]. so many software packages and game engines to consider, we'll have to leave the mechanical aspects for another time; this discussion will focus on strategy rather than tactics. If terms like key light and kicker make you scratch your head, you might want to look at Jeremy Birn's book Digital Lighting and Rendering (New Riders Press, 2000). Although Birn's book has lots of technical detail that's irrelevant to real-time artists, it's also well stocked with useful insights into the universals of good lighting. In the meantime, let’s look at how lighting can help establish moods in two ways: through control of color and contrast. The simplest kind of lighting designs work like a kind of coloring book. With strong key lights and appropriate fills, you can “paint” a scene to set a mood. We all know the basics of color association: red for danger, blue for peace, green for life, and so on. It can be very tempting to fall back on these old standbys as a shortcut to an emotion. This approach can work well—deep red emergency lights and inky shadows in the underground bunker might be just what you need to create tension and set the player’s NEON GENESIS Obviously, color choice is the most straightforward way to manipulate a player’s emotions with lighting. Colored lights can provoke some emotions among artists too—we all know games that outshine even Las Vegas in their tackiness. The reaction? Some artists swear off colored lights altogether. Neither extreme position is tenable. Subtlety and caution are certainly important, but in the end all light is colored light. Even direct natural sunlight has a distinctive color cast, which can vary a great deal based on the time of day, time of year, location, and weather. Likewise, every kind of artificial light, from a welcoming candle to a sickly fluorescent tube, has a signature tinge. If you own a digital camera, you know how complex and arbitrary the process of white balancing can be. The question, therefore, isn’t whether to use color—it’s how. FIGURE 1 The cold, clinical lighting aboard the Death Star (bottom) creates an understated atmosphere of menace, but the heroes of Star Wars are usually lit with warm, approachable tones. W W W. G D M A G . C O M 55 PIXEL PUSHER nerves tingling. Often, though, dominating color schemes can backfire. One of the important practical functions of good lighting, after all, is to help the characters pop off the screen and capture the player’s attention. Your need for contrast between character and environment can easily work against your attempt to set an emotional tone. If your villain is clad in typically villainous purple and green, he’s not going to stand out particularly well if the same sickly colors are washing the walls of his lair. Some textures won't stand up to strong colored lighting either. Without careful planning, you might find a colored light reveals an annoying repeat pattern you never noticed in one of your textures, rather like a color-blindness test. So how do you set a mood with color when you also have to provide visual clarity? FIGURE 2 In HALF-LIFE 2, warm lighting often connotes danger rather than safety and comfort. 56 MARCH 2005 | G A M E D E V E LO P E R THE KICKER When theatrical lighting designers need to pop a character out of the “canvas” of the screen or stage, they'll add a complementary rim light or kicker to provide a strong edge highlight. This separates the character from the backdrop without undercutting the color theme. Many games shy away from overtly theatrical lighting, fearing that players will wonder where that helpful little light is coming from. Audiences rarely notice or care, as long as the final effect makes a positive contribution to the scene. Lighting designers in film and theater seldom, if ever, rely on the actual physical lights on a set to create ambience. Only rarely is the pool of light below the reading lamp or the wash of daylight from the window actually produced by the prop or fixture. Usually there’s a battery of theatrical lights just out of sight, providing a carefully stylized suggestion of “real” lighting. You can see the difference by comparing a typical Hollywood blockbuster with an arthouse film that relies exclusively on real-world lighting. In short, don’t be afraid to get the look you need by using whatever collection of hacks and fakes will deliver the goods. This doesn't mean that there are no rules. You do need to remember that players are free to wander and can easily roam into areas where they can unveil our clever impostures. When lighting an environment, try not to place strong lights that don’t have a possible physical source. Softer lights will usually escape scrutiny, particularly if they are colored to simulate radiosity bounces. However, the basic principle remains: Light for the effect you need, and to hell with physics. BLOWING HOT AND COLD Sometimes the overall ambience of your game can be undone by lighting that's PIXEL PUSHER too nakedly theatrical. Many of the best lighting designs are so subtle that you never catch the lighting designer at work. Rather than create strong color washes that hose the scene with a single dominant emotion, you can use the lighting to more subtly underscore the meaning of a scene. Working on a more subliminal level gives you great power over your audience's perceptions and still leaves you free to build a prosaic and realistic look. The lighting design of the original Star Wars is a particularly brilliant example of this. In conventional color terms, you’d expect the imperial sets to be drenched in reds and pooled with ominous shadows. But instead, the Death Star is lit up like a cross between a dentist’s office and a meat locker. It’s dominated by fluorescent haze and cool blue accent lights (see Figure 1). The cool colors reflect off the spotless plastic of the stormtroopers and the black vacuum of Darth Vader to perfectly embody the Empire’s impersonal, bureaucratic brand of evil. By contrast, the rebels are always lit warmly; the classic shot that really GLOSSARY KEY LIGHT. In a conventional lighting setup, the key light is the major source of light. Typically, the key light stands for the sun, the moon, or the main room lighting. Key lights are frequently positioned at about a 45 degree elevation and 45 degrees to one side of the main subject. FILL LIGHT. Typically, the fill light is positioned about 90 degrees away from the key light, and generally is a complementary color. The fill light is not as strong as the key and is intended to bring the major forms of the subject into relief. KICKER OR RIMLIGHT. In theatrical lighting, a kicker is a positioned behind the subject so that a glancing reflection forms a highlight around the subject's outline. Kickers are usually placed opposite from and lower than the fill light. establishes Luke Skywalker’s character, as he watches the twin suns set on Tatooine, is as pink as the Barbie aisle in your local toy store. The warm/cool opposition is an extremely simple design, but it’s absolutely critical for establishing the emotional underpinnings of the story. The opening levels of HALF-LIFE 2 use the play of color temperature the opposite way: The player quickly learns to associate the warm colors of sunlight and open space with danger, while the blues and greens of murky sewers and tunnels become indicators of safety and concealment. The very consistent correlation between natural lighting and danger reinforces the player's paranoia and sense of powerlessness. By allowing the bad guys to “own” the daylight, the lighting subliminally underlines the overwhelming menace of the pursuing Combine forces in the early part of the game. (See Figure 2.) ILLUMINATING CONTRASTS Obviously, color choice is only the very beginning of good lighting design. Next month we'll take a a look at contrast—the roles that light fall-off, color blending, and shadow definition play in creating an effective lighting scheme. In the meantime, try playing with some of the fancy lighting tools that real-time artists have been denied for the last decade. We game developers like to think of ourselves as fearless pioneers, relentlessly pushing the boundaries of our medium. In fact, though, the last six or seven years have been a very conservative period in the evolution of 3D graphics. The basic feature list for a standard real-time rendering engine— Gouraud shading, colored lighting, light mapping, and so forth—hasn't changed that much since the days of QUAKE 3 and HALF-LIFE. Our cozy little interlude of technological stability is just about over. It’s exciting, but it’s also going to be professionally challenging. We'll be handed a bunch of great new toys—pixel shading, dynamic lights, high dynamic range images, to name a few—which inevitably will mean a lot of time spent learning and experimenting with new technologies. But to really get the most out of the new tools, we have to stay focused on the timeless basics: making emotional connections with our audience. All the technology in the world won’t ever provide that critical window into the player's subconscious. * 58 MARCH 2005 | G A M E D E V E LO P E R B6G@NDJG 86A:C96G 8DC;:G:C8:/B6G8='%"')!'%%+ :MED/B6G8=''"')!'%%+ H6C?DH:!86H6C?DH:8DCK:CI>DC8:CI:G Wednesday, March 9, 2005, 6:30 pm Moscone West Convention Center San Francisco, CA All GDC attendees are welcome. You’re invited to attend the 5th Annual Game Developers Choice Awards “We’ve gotten a lot of awards for The Sims but THIS AWARD, voted on by the game community, IS EASILY THE MOST IMPORTANT IN MY MIND.” - Will Wright, Maxis Transcending consumer fads, the Game Developers Choice Awards feature games and developers that are truly worthy of recognition. The recipients are chosen by those who know the games best—their creators. They honor the industry’s most innovative games, and serve as a community voice for the work that developers respect most. Join us at the 5th Annual Game Developers Choice Awards to celebrate the industry’s greatest achievements. Visit www.igda.org/awards to learn more. Platinum Sponsor: Presented by Gold Sponsor: HAL HALPIN >> NECESSARY EVIL RATINGS MATTER THE WORDS “VIOLENT VIDEO GAMES” evoke strong emotions both within the industry and among the general public. But understanding the issue is as important to a soccer mom as it is to any professional with a stake in the business. The political pendulum has swung from a contentdriven discussion to a ratings-enforcement debate. The matter of violent games is as relevant today as it was eight years ago when the Interactive Entertainment Merchants Association (IEMA) was established. Despite all this discussion, how is it possible that awareness of the facts—the undisputable facts—remains so low? My personal take: We are doing a far better job of explaining the lengths to which we have collectively gone to the general public than we have within our own business. INFLUENTIAL MEDIA The heart of the matter boils neatly down to this: Games are entertainment. They are art. They are science. They are interactive. And they are a new medium. As entertainment, video and computer games have penetrated the household, the mind share, and the market share of consumers. Games are mass market and relevant. As a profitable enterprise, we have taken what was once viewed with little potential and regarded with substantially-similar reverence as any toy, and turned it into a burgeoning multibillion business with music and movie tie-ins, licensing, and marketing to boot. It represents a full third of the packaged goods entertainment business, and everyone from Wall Street to Main Street has taken notice. H A L H A L P I N is the founder and president of the Interactive Entertainment Merchants Association, the electronic game industry's non-profit retail trade association. He resides in Connecticut with his wife and three children. He can be reached at [email protected]. One of the reasons that we have such extended debates with members of congress, special interest groups, the media, and of late the governor of Illinois is that games are interactive. Players experience things, and they are controlling a character onto which they could, theoretically, project themselves. Like any intelligent discussion involving human anatomy and physiology, this one involves psychologists, psychiatrists, educators, analysts, and a host of other specialists who cumulatively can do little more than agree to disagree. No wonder politicians like this topic so much. ADULTS ONLY Until December 2003, the majority of our members, the leading retailers of games, did not have strong policies and procedures intended to inhibit the sale of Mature-rated games to minors. A few had some procedures, but only a handful of them enforced them well. Retailers who hadn’t yet committed to the idea were concerned about preventing customers from buying these products because the customer has a First Amendment right to buy M-rated games. It wasn’t, and isn’t, illegal to sell them—therefore choosing not to sell them indiscriminately could lead to law suits of several varieties. In December of 2003 the IEMA retailers announced that they would all, unilaterally, institute carding policies intending to inhibit the sale of violent games to minors. They recognized that they had a social obligation and met that duty head-on, stating that by December 2004 they would double their efforts or institute new policies from scratch. They spent 12 months training staff, changing procedures, moving product assortment, re-labeling displays, and putting up ESRB signs where otherwise there would have been revenue-generating merchandise displays. The effort was comprehensive, daunting, and significant. Sting operations performed two full months before our self-imposed deadline showed a dramatic year-on-year reduction, from 50 to 30 percent, in children being able to purchase M-rated games—a statistically significant number because it is the inverse of the DVD business, substantially better than the music industry, and is on-par with movie theatre owners, lauded as the gold standard in the field. 2005 will undoubtedly be a make-orbreak year for this issue, as IEMA members continue to improve and the data begins to show that industry selfregulation is working. The problem for developers lies in what may occur before the end of the year. Why should this issue be of concern now more than ever? If retailers can’t easily sell your games, they won’t. Plain and simple. If some states pass laws that could send their employees off to jail and paying criminal fines in the same way that alcohol, tobacco, and firearms are legislated, it will surely affect all game sales. Washington state tried and failed to pass a law that was so volatile that it might have made some E, many T, and almost all M-rated games illegal to sell to minors. RALLYING POINT Retailers have now done and will continue to do the right thing. Publishers clearly understand the ramifications to their shareholders and companies. Developers need to go forward with their eyes open on this matter. It can no longer be a subject of intra-industry debate. It must now be a rallying point around which we collectively stand together to protect our cumulative rights, businesses, and careers, because the alternative would be disastrous for our industry. * W W W. G D M A G . C O M 61 ALEXANDER BRANDON >> AURAL FIXATION THE LINE OF QUALITY PART II: LICENSING LET’S START WITH WHAT WE KNOW. GAMES are more than fun one-day projects in this era. There’s a lot of work involved in games that’s responsible and earnest and absolutely dull. In some cases, the work being done is very controversial within our developmental sanctum, and licensing of game soundtracks is one of them. Many large publishers are incorporating popular music from hundreds of groups into games. Some publishers are also hiring well-known film composers for game soundtracks. The game industry has gone “public,” so to speak, along with film and television, and the public expects a certain level of quality outside the circle of hardcore game geeks that take comfort in the beeps and boops of yesteryear. SSX TRICKY shows that soundtracks can be adaptive, innovative, and still licensed. TOO MUCH QUALITY? Now let’s move on to what some of you might not have thought of. Those beeps and boops of yesteryear’s arcade games were perfectly aligned with the ancient pixilated 2D images of PAC-MAN and DONKEY KONG. Games were simple pastimes; five minute diversions from reality. These days, does a game score that perfectly matches Howard Shore’s The Lord of the Rings film soundtrack align with facsimiles of the characters from the film that are only 80 percent accurate? THE PROBLEM What has all this got to do with licensing? When I think of the idea, at times my nostalgic side screams in opposition to licensing in classic partisan style, wanting A L E X A N D E R B R A N D O N has been involved with game audio since 1994 and is currently the audio manager at Midway in San Diego, Calif. You can e-mail him at [email protected]. 62 MARCH 2005 | G A M E D E V E LO P E R all game music to be original, written by game composers that play games and understand games thoroughly, and to be as adaptive and forward-thinking as the games themselves. But wait, how forward thinking is a game based on a movie or a sports title? Then the light bulb clicks on. The reasoning is clear. The plan is brilliant, and the business model a thing of beauty in its simplicity. THE LOGIC Any publisher or game team, big or small, is a shark. It needs to keep moving forward to stay alive. That’s a grim metaphor, but it’s true, and the game industry is no sheep anymore. It’s fierce and competitive. Therefore, the licensed soundtracks we hear in games are, in a way, the best thing that ever happened when it comes to maintaining popularity and profit. Games don’t fundamentally change from year to year, except in such cases as KATAMARI DAMACY. What does change is their music, and with the introduction of licensing, the music and soundtrack make up for the lack of progress in other areas. Licensing generates market interest that can roughly be measured, and this measure adds to the profit pot at the end of the day. Let’s take a look at some hypothetical techniques that a marketing department might take. A publisher has a soundtrack for a fighting game containing 20 tracks. The publisher looks at the potential buyers of the game based on other similar titles and any prequels. They then identify bands and groups that have songs that have sold to a minimum number of people, usually in the millions, and then spend anywhere from $100K to over a million dollars to license these tracks. Once that is done, press releases and interviews reveal the names of the bands and songs in conjunction with the game, generating marginal interest in those people who might not have even bought the game in the first place. Is this interest measured? It can be in polls, but usually the measure is better taken in response to magazines, online announcements, and most importantly, television. The result is usually a minimum of 10 percent more sales because of the soundtrack, and when the numbers are tallied in development against this 10 percent, in the case of a big EA or TakeTwo release, that 10 percent is easily the higher number. THE LESSON Now that we’ve seen that licensed soundtracks can generate a buzz and higher sales, let’s answer this column’s main question: What about quality? Do licensed soundtracks enhance the quality of a title? How do we tell? I can tell you that based on initial research on forums and discussion with casual gamers, I have talked to two groups—one that hates licensed music and one that likes it, depending on the music, and the latter group commands a big majority. This is an era in which licensed music is a tool the way an orchestra or a synthesizer is a tool. Use the right tool for the right job. Take SSX TRICKY. Not only did it use licensed soundtracks, but it also used them adaptively and yielded the best example of pop music being woven into game design ever. I’ll end this column by saying SSX TRICKY set an example that isn’t being done enough. Being able to select licensed music in a game might as well be an MP3 player sitting at your side. It isn’t part of the game, but publishers can make it part of the game. They can make soundtracks go from radio airplay into something that radio listeners would rather hear. “I liked the NFL 2006 version of that Korn song better ‘cause it went BAM! when I tackled McNabb.” * H[mWhZ_d]?ddelWj_ed_d?dZ[f[dZ[dj=Wc[i FbWoj^[8[ij ?dZ[f[dZ[dj=Wc[ie\j^[O[Wh Wjj^[-j^7ddkWb ?dZ[f[dZ[dj=Wc[<[ij_lWb CWhY^/#''"(&&+CeiYed[M[ij9edl[dj_ed9[dj[hIWd<hWdY_iYe"97 L_i_jj^[?=<FWl_b_ededj^[(dZ\beeh 7jj[dZj^[?=<7mWhZied M[Zd[iZWo"CWhY^/j^Wj,0)&fc 7bb=:97jj[dZ[[iM[bYec[ Jeb[Whdceh["l_i_jmmm$_]\$Yec FbWj_dkcIfedieh0 =ebZIfediehi0 C[Z_WIfediehi0 NOAH FALSTEIN >> GAME SHUI IN THE BEGINNING IT HAS BEEN NEARLY 150 YEARS SINCE Charles Darwin first published The Origin of Species, sparking a revolution in the way people look at the development of all living things. Evolution is a great framework to use literally when thinking about basic game design rules and metaphorically in understanding business principles in this ever-changing industry. As a veritable game industry dinosaur myself, I can vouch for the usefulness of the evolutionary perspective in understanding games. For a game designer, it pays off to understand the motivations and psychology of game players. All the most popular games relate directly to our drives for survival and reproduction, and often are easily linked to our huntergatherer ancestors and their social interactions. A sound understanding of why people evolved to enjoy games is as useful to a game designer as music theory is to a composer. GENES TO CODE TO MEMES The basic principles of evolution apply to any medium with replicating information, including computers. That’s one reason we have computer viruses and mutations (bugs) getting into the genome (game program). Designers like Shigeru Miyamoto, Will Wright, and Dani Bunten have found that convincing AI for characters can be modeled by using the evolutionary biology concept of a fitness landscape, giving them simple behaviors, and letting emergent complexity make them seem realistic. Even more intriguing is the surprising N O A H F A L S T E I N is a 25-year veteran of the game industry. His web site, www.theinspiracy.com, has a description of The 400 Project, the basis for these columns. Also at that site is a list of the game design rules collected so far, and tips on how to use them. Email him at [email protected]. 64 MARCH 2005 | G A M E D E V E LO P E R link between ideas and genes. An idea can be copied from mind to mind, spreading by word of mouth or the media, and mutating—and evolving—as it spreads. Understanding these “ideas as genes” (termed “memes” by noted biologist Richard Dawkins), can shed light on the way popular interface choices in games spread among game developers. The principles of evolution from nature don’t work exactly the same way in the computer or the brain, but they’re a good place to start. EVOLUTION OF AN INDUSTRY Evolutionary principles also help us understand ways that games change over time. The coin-op arcade business in the 1980s may have been the most fiercely Darwinian game environment in history. New games appeared and thrived, or died in a matter of months if they didn’t have ample sustenance (quarters). After great early diversity, arcade games converged on a few successful formulas that ate up all those quarters and starved later games that didn’t follow the formulas. It’s particularly enlightening to look at specific lineages, as when the basic qualities of SPACE INVADERS were improved and expanded in GALAXIAN, which in turn gave way to GALAGA. Namco’s shooter was such an efficient and fun implementation of the “shoot descending aliens” family that it survives in some arcades today, 20 years later, an alligator remaining essentially unchanged since the time of dinosaurs. A modern example of a similarly turbulent environment for games is the mobile phone market, fragmented by country, mobile carrier, network technology, and the individual phone capabilities. In nature, this corresponds to the challenges of species survival in a fragmented and rapidly changing ecological niche. Such conditions favor small, adaptable species that can migrate rapidly from dying or stagnant areas to better climes. The more successful Even digitized apes evolve eventually—Nintendo’s DONKEY KONG 64. games on phones also exhibit such portability and relative lack of complexity. Contrast that with the huge games on the more stable ecologies of an established platform like the PC, where a game like GRAND THEFT AUTO or FINAL FANTASY can evolve over multiple generations and build on a large installed base of machines. In natural evolution, successful adaptations like eyes have appeared independently many different times—spider eyes, squid eyes, and human eyes for example. We see this in a more purposeful and intentional way in that a successful game innovation like the sandbox play of GRAND THEFT AUTO gets replicated throughout the game industry. Finally, the game industry itself is often a metaphor for the evolutionary process. Companies grow and swallow other companies; newer and smaller offspring find their own path to success or fade into history, and only the ones who adapt survive. If I have succeeded in tempting you to learn more about evolutionary principles and brain function, there are many sources of more information to pursue. I would recommend reading The Selfish Gene by Richard Dawkins (Oxford University Press, 1976) as a starting point, followed by How the Mind Works by Steven Pinker (W.W. Norton & Co., 1997). They might even help you survive the game industry’s next extinction event. * For a related article by Noah Falstein, read “Natural Funativity” on Gamasutra.com at www.gamasutra.com/features/20041110/ falstein_01.shtml. activision.com LO O K I N G FO R A G R E AT J O B? L E T T H E GA M ES B EG I N . Are you an artist? Designer? Producer? Activision has an incredible array of opportunities available for virtually every creative discipline. So whether you like to animate, produce or sell (and anything in between), we’re ready to talk to you about some of the most sought after jobs in the marketplace — Activision jobs. • Animators • Sound Engineers • 2D/3D Artists • Creative Services • Art Directors • Finance • Game Designers • IT • Modelers • Legal/Business Affairs • Producers • Licensing/Business Development • Programmers • Marketing • Scripters • Sales TO A P P LY FO R A N Y P OS I T I O N , V I S I T W W W. AC T I V I S I O N .CO M (G O TO : “ C A R E E R S” ) V I S I T U S AT T H E G D C B O OT H 4 6 0 >> CREATIVE CAREERS >> CREATIVE CAREERS Get in on something BIG! We are going to revolutionize the home entertainment market. The PlayStation®2 computer entertainment system and the soon to be released PlayStation®Portable (PSP™), a three-dimensional-CG game is set to revolutionize the home entertainment market, offering the most compelling interactive content and the capability to be used as a network terminal in the coming broadband era. To ensure that we meet that goal, we are currently looking for talented, seasoned, and experienced professionals for the following areas: Recognized as the undisputed industry leader, Sony Computer Entertainment America Inc. (SCEA) markets the PlayStation® family of products and develops, publishes, markets, and distributes software for the PlayStation®2 computer entertainment system for the North American market. R&D • Tools/Technology • Game Development Sales/Marketing • Merchandising At SCEA, we offer exceptional employee benefits, an open and creative working environment, and the opportunity to be part of something BIG! We want to help you understand all the reasons why joining us is not only the right choice, it’s the smartest decision you could make. Visit us at GDC in the Career Pavillion, Booth # 448 and see for yourself why it is hard to beat SCEA’s innovative philosophies. Sony Computer Entertainment America Inc. Foster City • San Diego • Santa Monica Bend, Oregon • Salt Lake City, Utah [email protected] We are an equal opportunity employer. “PlayStation” and the “PS” Family logo and “UMD” are registered trademarks of Sony Computer Entertainment Inc. “PSP” is a trademark of Sony Computer Entertainment Inc. Dragons, road rage and intergalactic warfare. Just another day at the office. Be a part of the MMO action, see our current openings at www.PlayNC.com >> GET EDUCATED We Are hunting next Forthe GAME GODS SCEA Santa Monica Studios, developer of God of War™ is looking for Full-time and Contract professionals to work on it’s next console game. Associate Producer • Lead Programmer Environment Artists • Game Designers Level Designers • Design Manager Lead Artists • Character Artists Cinematic Animators/Artists Camera Designer/Implementer All positions require candidates to have working experience in developing games for the PlayStation®, GameCube®, Xbox® or PC. At SCEA Santa Monica Studios, we offer exceptional benefits including medical, 401(k) with match of up to 4%, an annual bonus program as well as an open and creative working environment. To learn more about these exciting positions, visit us at GDC in the Career Pavillion, Booth 448 Email resume, indicating position of interest, to: [email protected] Submit “SCEA-SM” in the subject line. www.godofwar-thegame.com God of War™ 2005 SCEA Santa Monica Studios. “PlayStation” and the “PS” Family logo are registered trademarks of Sony Computer Entertainment Inc. “GameCube” is a registered trademark of Nintendo. “Xbox” is a registered trademark of Microsoft Corporation. EQUAL OPPORTUNITY EMPLOYER Get into the game—teach. Car: Visen Brnicevic, Umag, Croatia; Beast: Matt Browning, Tallahassee, Fla.; Character: Aaron Adams, Collegedale, Tenn.; Background image: Stephanie Waugh, Batesville, Ark. Students in the School of Film and Digital Media The Savannah College of Art and Design is currently seeking candidates for full-time faculty positions in the School of Film and Digital Media in the areas of game programming and game art. To learn more about the positions, requirements and the college, please visit our Web site at www.scad.edu. Also visit us at the 2005 Game Developers Conference. The Savannah College of Art and Design exists to prepare talented students for careers in the visual and performing arts, design, the building arts, and the history of art and architecture. The college emphasizes learning through individual attention in a positively oriented environment. www.scad.edu 912.525.5532 · [email protected] JOBS.EA.COM GET IN THE GAME ™ ELECTRONIC ARTS IS LOOKING FOR CREATIVE TALENT TO JOIN OUR AWARD-WINNING TEAM! THE WORLD’S NUMBER ONE INTERACTIVE ENTERTAINMENT COMPANY is hiring for a wide range of positions. Electronic Arts (EA ) develops, publishes, and distributes software worldwide for video game systems, personal computers, and the Internet. Our world-class studios create massively popular products that we market under the EA SPORTS, EA GAMES, and EA SPORTS BIG brands. EA remains committed to hiring and retaining the industry’s best talent. Get in the game, and help us shape the future of entertainment. POSITIONS AVAILABLE IN: Art Audio Distribution Engineering Finance Game Design LOCATIONS: Asia Chicago Japan Los Angeles Louisville Game Testing Human Resources IT Marketing Production Sales Orlando San Francisco Bay Area Montreal UK Vancouver Great People Make Great Games! VISIT US AT: jobs.ea.com © 2005 Electronic Arts Inc. Electronic Arts, EA SPORTS, EA SPORTS BIG, EA GAMES and associated logos are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. Electronic Arts, EA SPORTS™, EA SPORTS BIG™, EA GAMES™, and "Get in the Game" are trademarks of Electronic Arts in the U.S. and/or other countries. All trademarks are the property of their respective owners. >> CREATIVE CAREERS +PJOUIFDSFXBU'MBHTIJQ4UVEJPT "TBDSFBUPSPGJOOPWBUJWFFOUFSUBJONFOUTPGUXBSFXJUIEFWFMPQFSTSFOPXOFEXJUIJOUIFHBNJOHJOEVTUSZ'MBHTIJQ 4UVEJPTJTGPDVTFEPODSBGUJOHHBNFTUIBUTFUOFXTUBOEBSET-PDBUFEJO4BO'SBODJTDPT4PVUI#FBDIOFJHICPSIPPE XFPGGFSBDSFBUJWFBOESFXBSEJOHXPSLJOHFOWJSPONFOUUIBUJTEFEJDBUFEUPNBLJOHUIFCFTUHBNFTQPTTJCMF $VSSFOUQPTJUJPOTPQFOXJUIJOUIFDPNQBOZJODMVEF /FUXPSL1SPHSBNNFS (BNF1SPHSBNNFS $IBSBDUFS.PEFMFS $IBSBDUFS"OJNBUPS 5FYUVSF$PODFQU6*"SUJTU %JSFDUPSPG8PSMEXJEF.BSLFUJOH 'PSEFUBJMTPOTVCNJUUJOHSFTVNFTBOEQPSUGPMJPTQMFBTFWJTJUUIF+0#4TFDUJPOPGPVSXFCTJUFBU XXXnBHTIJQTUVEJPTDPNPSFNBJMVTBUKPCT!nBHTIJQTUVEJPTDPN 76 MARCH 2005 | G A M E D E V E LO P E R Sr Level Designer Sr Online Game Designer Sr AI Engineer Sr Sound Engineer Sr 2D Artist Sr Animator For more info please visit www.ubisoftgroup.com Please send your resume to [email protected] COME TO SEE US ON BOOTH CP247 AT GDC © 2005 Blizzard Entertainment, Inc. All rights reserved. Blizzard Entertainment is a trademark and/or registered trademark of Blizzard Entertainment, Inc., in the U.S. and/or other countries. >> CREATIVE CAREERS >> GET EDUCATED ,=Fh]^e;r>qik^llbhgLmn]^gmIZneG`nr^g KGE=H=GHD=O=J=:GJF>GJL@AK& L@=<A?AL9DNAKM9DE=<A9<=?J==>JGE=PHJ=KKAGF =phj]kkagf;gdd]_] >gj<a_alYd9jlk >f^krobee^%<: !LZg?kZg\bl\h;Zr" 0//&0++&00(( Lhf^Zk^leZo^lmhmkZ]bmbhg';nmrhn8Rhnl^^mabg`lZ ebmme^%p^ee%]b__^k^gmer'FZr[^rhnhn`ammh\a^\dhnmma^ =b`bmZeOblnZeF^]bZ]^`k^^ikh`kZf_khf>qik^llbhg <hee^`^ _hk =b`bmZe :kml' Rhnee aZo^ +-(0 Z\\^ll mh ikh_^llbhgZe`kZ]^^jnbif^gm'Rhneee^Zkg,=ZgbfZmbhg Zg] oblnZe ^__^\ml _hk MO Zg] fhob^l% Ûef Zg] ob]^h `Zf^l':g]rhn\Zg^ZkgZ;Z\a^ehkl]^`k^^bgZ[hnm+ *(+r^Zkl'<nkbhnl8Oblbm^qik^llbhg'^]n_hkfhk^]^mZbel' create YOUR WORLD C E R T I F I C AT E Game Art & Design P R O G R A M S 3-D Animation I N : Visual Effects Intensive nine-month programs for the skills and tools you need to turn your ideas into reality. Financial assistance and career services available. Apply now. [ Contact us at 800.802.2342 or www.digitalimagingarts.com ] Collins College > A School of Design & Technology Main Campus - Tempe, Arizona > West Campus - Phoenix, Arizona Add a new dimension to your life. >> Earn a B.A. in Game Design Your education can take you from game research and planning to content development, character development and storytelling – all the way through level design, modeling, programming and project management. After exploring game essentials like C++®, Java™, 3ds max® and AI (artificial intelligence), you could be prepared to make your quest-driven concept a game reality. And you can have a reel to prove it. CALL NOW FOR INFORMATION 1-888-356-7777 www.CollinsCollege.edu Find out more about us at the Game Developer’s Conference and Expo, March 9 - 11th, booth # 665. Collins College is accredited by the Accrediting Commission of Career Schools and Colleges of Technology (ACCSCT). Financial Aid is available for those who qualify. Career Placement Assistance. Collins College West is a satellite campus of Collins College. Not all programs available at all locations. by Rick O’Connor 84 MARCH 2005 | G A M E D E V E LO P E R ACADEMY of ART UNIVERSITY FO U N D E D I N S A N F R A N C I S C O 1929 SCHOOL OF ANIMATION & VISUAL EFFECTS Courses offered in: 2d & 3d animation | 3d modeling | computer graphics filmmaking | game design | new media | visual effects | web design R EG I ST E R N OW FO R S U M M E R & FA L L S E M E ST E R S AA | BFA | MFA DEGREES | PERSONAL ENRICHMENT | ONLINE COURSES 80% OVERALL JOB PLACEMENT UPON GRADUATION 1.800.544. A RTS | www.academyart.edu 79 NEW MONTGOMERY ST., SAN FRANCISCO, CA 94105 NATIONALLY ACCREDITED BY ACICS, NASAD & FIDER (BFA-IAD) ARTWORK BY KAMPOL LEELAPORN, AAU STUDENT TAKE CONTROL OF THE GAME Computer and Video Game Developer Certificate Learn to develop and manage game environments and visualization applications. Marist College’s 100% online Computer and Video Game Developer Certificate teaches the techniques and engineering principles behind today’s high-end videogame technology Learn : MARIST > C/C++ Programming for Games > Mathematics for Game Developers > 3D Graphics Programming with DirectX and OpenGL > 3D Engine Programming > Artificial Intelligence www.marist.edu/gce/gaming | 888-877-7900 | gaming @ marist.edu 35056 “Without guys like me, you’d still be playing Pong.” —Mark Hartlieb B.A. in Game Design Class of 2005 Available online or on-campus. GAME DESIGN VIDEO PRODUCTION DIGITAL ANIMATION NETWORK SECURITY ARTIFICIAL LIFE SOFTWARE ENGINEERING MULTIMEDIA TECHNOLOGY MANAGEMENT WEB DESIGN GAME PROGRAMMING www.uat.edu or 800.658.5744 >> GET EDUCATED game design Work Hard, Play Harder VFS. A proven education for everything you see, hear, and experience in the entertainment industry. For detailed information and everything you need to know call 1.800.661.4101 or visit vfs.com. Vancouver Film School Where Results Matter. 90 MARCH 2005 | G A M E D E V E L O P E R >> GET EDUCATED to advertise in Creative Careers and Get Educated call Aaron Murawski at (415) 947-6227, or email to: [email protected] to advertise in Marketplace call Susan Kirby at (415) 947-6226, or email to: [email protected] Why does gaming professional Randy Pitchford recommend The Guildhall Guildhall?? Simple. He helped design the curriculum curriculum. Randy’s credits include: Halo®: Combat Evolved Duke Nukem™ 3D Half-Life®: Opposing Force Brothers in Arms ™ Tony Hawk’s Pro Skater™ 3 “ When recruiting new game developers, my direction for Gearbox Software is to start at The Guildhall. Guildhall.”” http://guildhall.smu.edu Brothers in Arms is a trademark of Gearbox Software. Halo is a registered trademark of Microsoft Corporation. Half-Life is a registered trademark of Valve Corporation. Duke Nukem is a trademark of Apogee Software, Ltd., Action Entertainment , Inc. Randy Pitchford Gearbox Software >> GET EDUCATED >> MARKETPLACE Game Design & Development Bachelor of Science Degree Program See us at GDC Booth 326 Associate of Science & Bachelor of Science Degree Programs Movie quality matters. 800.226.7625 fullsail.com 3300 University Boulevard Winter Park, FL 32792 Financial aid available to those who qualify Job placement assistance Accredited College, ACCSCT © 2004 Full Sail, Inc. All rights reserved. The terms “Full Sail,” “Full Sail Real World Education,” and the Full Sail logo are either registered service marks or service marks of Full Sail, Inc. 92 MARCH 2005 | G A M E D E V E LO P E R Free evaluation of CRI Middleware for qualified developers http://www.cri-mw.com/eval/371 >> MARKETPLACE W W W. G D M A G . C O M 93 >> MARKETPLACE 94 MARCH 2005 | G A M E D E V E LO P E R FLASHBANG’S SEALAB 2021 STARDOCK’S DESKTOPX 3 CONTINUED FROM PG 6 CONTINUED FROM PG 7 indie development effort that helped make it. "The game was developed in around three and a half months," says Matthew Wegner, development director for Flashbang. "We had a fixed X amount of time and Y amount of dollars with which to make the game. We're all big fans of the Sealab 2021 show, too, so obviously we wanted to stretch ourselves and try to cram as much as we could in the limited amount of time we had." "All of the artwork and music for the game was produced by us inhouse,” Wegner adds. “For technology, we developed the game using Virtools (www.virtools.com). Our team included a programmer, a lead artist, an artist, an audio director, and audio contractors." Despite the limitations, Wegner was careful to avoid the quality-oflife issues plaguing the industry with excessive crunch time. "We tried to rigidly enforce development hours,” he says. “I have 1,400 incremental saves of the main gameplay logic file here, so I was able to graph the time of day that each one was saved, to show at a recent IGDA talk I gave on the title." At the end, according to Wegner, the result was "54 levels, 6 playable characters, 15 enemies, 3 bosses, over 200 lines of voice-over from the show's actors—it was great fun to hear the raw session files—9 minutes of new music (all incorporate the main theme, some more subtle than others), and 3 minigames." Cartoon Network will again hold the Project Goldmaster competition at the 2005 IGF Awards, this time with increased online feedback, as the creators make a higher-profile development diary documenting their game creation. —Simon Carless very quickly,” says Brad Wardell, CEO of Stardock. “We can see what it's going to look like in the game and drag and drop things into position and have them be like that in the game right away.” In the indie game scene, Stardock’s ability to make its own tools, like DesktopX, gives its developers an advantage in their niche market space. “For us, it's the great equalizer with the big guys,” Wardell says. “We've spent six years developing DesktopX for nongame commercial use, so it's a very mature product. It's the kind of tool that the mega studios are not likely to have and hence lets us have one or two graphics designers do the work of what other companies probably require three times as many people to do." Beginning this month, Stardock will offer DesktopX to the public at three levels: DesktopX runtime, which only lets you run widgets that others create ($15); DesktopX Standard, in which you can design desktops, widgets, and objects for personal use and sharing ($25); and DesktopX Pro, in which you can export objects and widgets as “gadgets” that anyone can run ($70). —Jill Duffy ADVERTISER INDEX COMPANY NAME PAGE Academy of Art University . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 Activision . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Akamai Technologies Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Aladdin Knowledge Systems. . . . . . . . . . . . . . . . . . . . . . . . . . . 47 Alias Systems. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Anark. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Atari Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 ATI Technologies Inc.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23, 26 Avid Technology—Softimage. . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Avid Technology—NXN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . C3 Blizzard Entertainment. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Carnegie Mellon University . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Center for Digital Imaging at Boston University . . . . . . . . . 84 Cerro Coso College . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 Charles River Media . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Cogswell Polytechnical . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 Collins College . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 Course PTR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 CRI Middleware Ltd. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92 Criterion Software Ltd. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Cryptic Studios. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Day 1 Studios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 DeWolfe Music . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Discreet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Electronic Arts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 COMPANY NAME PAGE Electronic Arts/Tiburon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Expression College . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Factor 5. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Flagship Studios Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Full Sail Real World Education . . . . . . . . . . . . . . . . . . . . . . . . . . 92 Genemation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 IDA of Singapore . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Integrity Ware Inc.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93 Iron Lore Entertainment. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 IT Global Secure Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 Khronos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93 LucasArts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Macrovision Corporation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Marist College. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Microsoft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Midway Amusement Games . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 Morgan Kaufmann Publishers . . . . . . . . . . . . . . . . . . . . . . . . . 48 NCsoft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Neversoft Entertainment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 New Pencil. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94 Nikitova LLC. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Novodex . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Numerical Design Ltd. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Perforce Software . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Polhemus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94 COMPANY NAME PAGE RAD Game Tools. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . C4 Radius360. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92 Retro Studios Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Rockstar Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 RTzen Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . C2, 1 Savannah College of Art . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 Seapine Software Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . 17a–17d Softwrap. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 Sony Computer Entertainment. . . . . . . . . . . . . . . . . . . . . 70, 72 Sony Ericsson Mobile. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Superscape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Techexcel Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 The Art Institute Int'l . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 - 83 The Collective Inc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 The Hartecenter at SMU Guildhall . . . . . . . . . . . . . . . . . . . . . . 91 THQ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 Trymedia Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Ubisoft-China . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 University of Advancing Technology . . . . . . . . . . . . . . . . . . . 87 University of Central Florida . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 Vancouver Film School . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 Xoreax Software Ltd. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Zenimax Media. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Game Developer (ISSN 1073-922X) is published monthly by CMP Media LLC, 600 Harrison St., 6th Fl., San Francisco, CA 94107, (415) 947-6000. Please direct advertising and editorial inquiries to this address. Canadian Registered for GST as CMP Media LLC, GST No. R13288078, Customer No. 2116057, Agreement No. 40011901. SUBSCRIPTION RATES: Subscription rate for the U.S. is $49.95 for twelve issues. Countries outside the U.S. must be prepaid in U.S. funds drawn on a U.S. bank or via credit card. Canada/Mexico: $69.95; all other countries: $99.95 (issues shipped via air delivery). Periodical postage paid at San Francisco, CA and additional mailing offices. POSTMASTER: Send address changes to Game Developer, P.O. Box 1274, Skokie, IL 60076-8274. CUSTOMER SERVICE: For subscription orders and changes of address, call toll-free in the U.S. (800) 250-2429 or fax (847) 647-5972. All other countries call (1) (847) 647-5928 or fax (1) (847) 647-5972. Send payments to Game Developer, P.O. Box 1274, Skokie, IL 60076-8274. For back issues write to Game Developer, 1601 W. 23rd St. Ste. 200, Lawrence, KS 66046-2703. Call toll-free in the U.S./Canada (800) 444-4881 or fax (785) 841-2624. All other countries call (1) (785) 841-1631 or fax (1) (785) 841-2624. Please remember to indicate Game Developer on any correspondence. All content, copyright Game Developer magazine/CMP Media, LLC, unless otherwise indicated. Don’t steal any of it. W W W. G D M A G . C O M 95 >> A THOUSAND WORDS THE BEHEMOTH’S ALIEN HOMINID Artist: Dan Paladin W W W. G D M A G . C O M 96 [Other competitive solutions require multiple supporting packages to handle our assets. With Alienbrain, everything we need is in one package.] Christopher Bretz Art Director, Secret Level Starts at $ 690 Brainpower Avid Alienbrain Studio 7.1 has the intelligence to help your team work faster and smarter. Its intuitive interface tells you more than the what, where and who of an asset. It tells you what an asset references, what it’s referenced by, and whether it’s buildable, it’s optimized, or it’s redundant. It knows what platform an asset is for and what should happen to it next. It even knows an asset’s location in a texture map, its resolution in level three, and how much damage it inflicts when eaten. Alienbrain knows. You know. Your pipeline knows. ASSET MANAGEMENT FOR CREATIVE TEAMS Witness the power of Avid Alienbrain Studio 7.1 at GDC 2005: Avid Computer Graphics Booth 413. www.avid.com/alienbrain © 2005 Avid Technology, Inc. All rights reserved. Product features, specifications, system requirements and availability are subject to change without notice. Avid is a registered trademark of Avid Technology, Inc. in the United States and/or other countries. Alienbrain and the Alienbrain logo are trademarks of NXN Software AG. All other trademarks contained herein are the property of their respective owners.